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Multi-Agent Systems for

Traffc and Transportation


Engineering
Ana L. C. Bazzan
Instituto de Informtica, UFRGS, Brazil
Franziska Klgl
rebro University, Sweden
Hershey New York
I NFORMATI ON SCI ENCE REFERENCE
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Library of Congress Cataloging-in-Publication Data
Multi-agent systems for traffc and transportation engineering / Ana L.C. Bazzan and Franziska Klugl, editor.
p. cm.
Includes bibliographical references and index.
Summary: "This book aims at giving a complete panorama of the active and promising crossing area between traffc engineering and multi-
agent systemaddressing both current status and challenging new ideas"--Provided by publisher.
ISBN 978-1-60566-226-8 (hbk.) -- ISBN 978-1-60566-227-5 (ebook)
1. Transportation--Data processing. 2. Transportation engineering--Data processing. 3. Traffc engineering--Data processing. 4. Intelligent
agents (Computer software) I. Bazzan, Ana L. C. II. Klgl, Franziska.
TA1230.H36 2009
388.3'10285--dc22
2008042399
British Cataloguing in Publication Data
A Cataloguing in Publication record for this book is available from the British Library.
All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the authors, but not
necessarily of the publisher.
List of Reviewers
Adrian Agogino, University of California, NASA Ames Research Center, USA
Gustavo Kuhn Andriotti, Universitt Wrzburg, Germany
Michael Balmer, IVT, ETH Zrich, Suisse
Brahim Chaib-Draa, Laval University, Canada
Michel Ferreira, Universidade do Porto, Portugal
Leonardo Garrido, Centro de Computacin Inteligente y Robtica, Tecnolgico de Monterrey, Mxico
Dominik Grether, Institut fr Verkehrssystemplanung und Verkehrstelematik, TU Berlin, Germany
Qi Han, Eindhoven University of Technology, The Netherlands
Florian Harder, Institut fr Geographie, Universitt Wrzburg, Germany
Rainer Herrler, SSI Schfer Noell GmbH, Germany
Peter J arvis, NASA Ames Research Center, USA
David J . Kaup, University of Central Florida, USA
Hubert Klpfel, TraffGoHT GmbH, Germany
Kai Nagel, Institut fr Verkehrssystemplanung und Verkehrstelematik, TU Berlin, Germany
Gregor Lmmel, Institut fr Verkehrssystemplanung und Verkehrstelematik, TU Berlin, Germany
Shoichiro Nakayama, Kanayawa University, Japan
Rex Oleson, University of Central Florida, USA
Denise de Oliveira, Universidade Federal do Rio Grande do Sul, Brazil
Guido Rindsfser, Emch+Berger AG Bern, Suisse
Roseli F. Romero, ICMC-USP, Brazil
Rosaldo Rossetti, University of Porto (FEUP), Portugal
Andreas Schadschneider, Universitt zu Kln, Germany
Heiko Schepperle, Universitt Karlsruhe (TH), Germany
Takeshi Takama, Stockholm Environment Institute, Sweden, University of Oxford, UK
Harry Timmermans, Eindhoven University of Technology, The Netherlands
Sabine Timpf, University of Augsburg, Germany
Kagan Tumer, Oregon State University, USA
Karl Tuyls, Eindhoven University of Technology, The Netherlands
Matteo Vasirani, University Rey Juan Carlos, Madrid, Spain
Li Weigang, UnB, Brazil
Marco Wiering, Universiteit Utrecht, The Netherlands
Shawn Wolfe, NASA Ames Research Center, USA
Tomoshisa Yamashita, National Institute of Advanced Industrial Science and Technology (AIST), Japan
Preface ................................................................................................................................................xiv
Acknowledgment ...............................................................................................................................xxi
Section I
Reproducing Traffc
Chapter I
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems:
Concepts and a Case Study of the Road User Charging Scheme at the Upper Derwent
Valley, Peak District National Park .........................................................................................................1
Takeshi Takama, University of Oxford, Stockholm Environment Institute, UK
Chapter II
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns ...........................36
Qi Han, Eindhoven University of Technology, The Netherlands
Theo Arentze, Eindhoven University of Technology, The Netherlands
Harry Timmermans, Eindhoven University of Technology, The Netherlands
Davy Janssens, Hasselt University, Belgium
Geert Wets, Hasselt University, Belgium
Chapter III
MATSim-T: Architecture and Simulation Times ..................................................................................57
Michael Balmer, IVT, ETH Zrich, Switzerland
Marcel Rieser, VSP, TU Berlin, Germany
Konrad Meister, IVT, ETH Zrich, Switzerland
David Charypar, IVT, ETH Zrich, Switzerland
Nicolas Lefebvre, IVT, ETH Zrich, Switzerland
Kai Nagel, VSP, TU Berlin, Germany
Chapter IV
TRASS: A Multi-Purpose Agent-Based Simulation Framework for Complex Traffc
Simulation Applications ........................................................................................................................79
Ulf Lotzmann, University of Koblenz, Germany
Table of Contents
Chapter V
Applying Situated Agents to Microscopic Traffc Modelling .............................................................108
Paulo A. F. Ferreira, University of Porto, Portugal
Edgar F. Esteves, University of Porto, Portugal
Rosaldo J. F. Rossetti, University of Porto, Portugal
Eugnio C. Oliveira, University of Porto, Portugal
Chapter VI
Fundamentals of Pedestrian and Evacuation Dynamics .....................................................................124
Andreas Schadschneider, Universitt zu Kln, Germany
Hubert Klpfel, TraffGo HT GmbH, Bismarckstr, Germany
Tobias Kretz, PTV AG, Germany
Christian Rogsch, University of Wuppertal, Germany
Armin Seyfried, Forschungszentrum Jlich GmbH, Germany
Chapter VII
Social Potential Models for Modeling Traffc and Transportation ..................................................155
Rex Oleson, University of Central Florida, USA
D. J. Kaup, University of Central Florida, USA
Thomas L. Clarke, University of Central Florida, USA
Linda C. Malone, University of Central Florida, USA
Ladislau Boloni, University of Central Florida, USA
Chapter VIII
Towards Simulating Cognitive Agents in Public Transport Systems .................................................176
Sabine Timpf, University of Augsburg, Germany
Section II
Intelligent Traffc Management and Control
Chapter IX
An Unmanaged Intersection Protocol and Improved Intersection Safety for
Autonomous Vehicles .........................................................................................................................193
Kurt Dresner, University of Texas at Austin, USA
Peter Stone, University of Texas at Austin, USA
Mark Van Middlesworth, Harvard University, USA
Chapter X
Valuation-Aware Traffc Control: The Notion and the Issues .............................................................218
Heiko Schepperle, Universitt Karlsruhe (TH), Germany
Klemens Bhm, Universitt Karlsruhe (TH), Germany
Chapter XI
Learning Agents for Collaborative Driving ........................................................................................240
Charles Desjardins, Laval University, Canada
Julien Laumnier, Laval University, Canada
Brahim Chaib-draa, Laval University, Canada
Chapter XII
Traffc Congestion Management as a Learning Agent Coordination Problem ...................................261
Kagan Tumer, Oregon State University, USA
Zachary T. Welch, Oregon State University, USA
Adrian Agogino, NASA Ames Research Center, USA
Chapter XIII
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control .....................280
Matteo Vasirani, University Rey Juan Carlos, Spain
Sascha Ossowski, University Rey Juan Carlos, Spain
Chapter XIV
New Approach to Smooth Traffc Flow with Route Information Sharing ..........................................291
Tomohisa Yamashita, National Institute of Advanced Industrial Science and
Technology (AIST), Japan
Koichi Kurumatani, National Institute of Advanced Industrial Science and
Technology (AIST), Japan
Chapter XV
Multiagent Learning on Traffc Lights Control: Effects of Using Shared Information ......................307
Denise de Oliveira, Universidade Federal do Rio Grande do Sul, Brazil
Ana L. C. Bazzan, Universidade Federal do Rio Grande do Sul, Brazil
Section III
Logistics and Air Traffc Management
Chapter XVI
The Merit of Agents in Freight Transport ...........................................................................................323
Tams Mhr, Almende/TU Delft, The Netherlands
F. Jordan Srour, Rotterdam School of Management, Erasmus University, The Netherlands
Mathijs de Weerdt, TU Delft, The Netherlands
Rob Zuidwijk, Rotterdam School of Management, Erasmus University, The Netherlands
Chapter XVII
Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation ...........342
Lawrence Henesey, Blekinge Institute of Technology, Sweden
Jan A. Persson, Blekinge Institute of Technology, Sweden
Chapter XVIII
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management ......................................357
Shawn R. Wolfe, NASA Ames Research Center, USA
Peter A. Jarvis, NASA Ames Research Center, USA
Francis Y. Enomoto, NASA Ames Research Center, USA
Maarten Sierhuis, USRA-RIACS/Delft University of Technology, The Netherlands and
NASA Ames Research Center, USA
Bart-Jan van Putten, USRA-RIACS/Delft University of Technology, The Netherlands and
NASA Ames Research Center, USA
Kapil S. Sheth, NASA Ames Research Center, USA
Compilation of References ...............................................................................................................382
About the Contributors ....................................................................................................................410
Index ...................................................................................................................................................421
Preface .................................................................................................................................................xiv
Acknowledgment ................................................................................................................................xxi
Section I
Reproducing Traffc
Chapter I
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems:
Concepts and a Case Study of the Road User Charging Scheme at the Upper Derwent
Valley, Peak District National Park .........................................................................................................1
Takeshi Takama, University of Oxford, Stockholm Environment Institute, UK
This chapter discusses congestion and adaptation by means of a multi-agent system (MAS) aiming to
analyze real transport and traffc problems. The chapter contribution is both a methodological discussion
and an empirical case study. The latter is based on real stated-preference data to analyze the effect of a
real road-user charge policy and a complimentary park and ride scheme at the Upper Derwent Valley in
the Peak District National Park, England.
Chapter II
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns ...........................36
Qi Han, Eindhoven University of Technology, The Netherlands
Theo Arentze, Eindhoven University of Technology, The Netherlands
Harry Timmermans, Eindhoven University of Technology, The Netherlands
Davy Janssens, Hasselt University, Belgium
Geert Wets, Hasselt University, Belgium
The authors discuss an agent-based modeling approach focusing on the dynamic formation of (location)
choice sets. Individual travelers learn through their experiences with the transport systems, changes in
the environments and from their social network, based on reinforcement learning, Bayesian learning,
and social comparison theories.
Detailed Table of Contents
Chapter III
MATSim-T: Architecture and Simulation Times ..................................................................................57
Michael Balmer, IVT, ETH Zrich, Switzerland
Marcel Rieser, VSP, TU Berlin, Germany
Konrad Meister, IVT, ETH Zrich, Switzerland
David Charypar, IVT, ETH Zrich, Switzerland
Nicolas Lefebvre, IVT, ETH Zrich, Switzerland
Kai Nagel, VSP, TU Berlin, Germany
This chapter tackles micro-simulation by discussing design and implementation issues of MATSim, as
well as an experiment in which this simulator is used to study daily traffc in Switzerland.
Chapter IV
TRASS: A Multi-Purpose Agent-Based Simulation Framework for Complex Traffc
Simulation Applications ........................................................................................................................79
Ulf Lotzmann, University of Koblenz, Germany
Continuing the discussion around microscopic simulation, in this chapter, the TRASS simulation
framework, a multi-layer architecture, is presented and evaluated in the context of several application
scenarios.
Chapter V
Applying Situated Agents to Microscopic Traffc Modelling .............................................................108
Paulo A. F. Ferreira, University of Porto, Portugal
Edgar F. Esteves, University of Porto, Portugal
Rosaldo J. F. Rossetti, University of Porto, Portugal
Eugnio C. Oliveira, University of Porto, Portugal
In this chapter, a multi-agent model is proposed aiming to cope with the complexity associated with
microscopic traffc simulation modelling. Using a prototype with some of the features introduced, the
authors discuss scenarios using car-following and lane-changing behaviours.
Chapter VI
Fundamentals of Pedestrian and Evacuation Dynamics .....................................................................124
Andreas Schadschneider, Universitt zu Kln, Germany
Hubert Klpfel, TraffGo HT GmbH, Bismarckstr, Germany
Tobias Kretz, PTV AG, Germany
Christian Rogsch, University of Wuppertal, Germany
Armin Seyfried, Forschungszentrum Jlich GmbH, Germany
The authors of this chapter investigate the behaviour of pedestrians and human crowds, focussing on
aspects related to physical movement. It thus starts with a review of methods and approaches, and con-
tinue with a discussion around validation issues, aiming at reducing the gap between the multi-agent
and pedestrian dynamics communities.
Chapter VII
Social Potential Models for Modeling Traffc and Transportation ..................................................155
Rex Oleson, University of Central Florida, USA
D. J. Kaup, University of Central Florida, USA
Thomas L. Clarke, University of Central Florida, USA
Linda C. Malone, University of Central Florida, USA
Ladislau Boloni, University of Central Florida, USA
This chapter discusses the Social Potential model for implementing multi-agent movement in simula-
tions by representing behaviors, goals, and motivations as artifcial social forces.
Chapter VIII
Towards Simulating Cognitive Agents in Public Transport Systems .................................................176
Sabine Timpf, University of Augsburg, Germany
In this chapter, Sabine Timpf presents a vision for simulating human navigation within the context of
public, multi-modal transport, showing that cognitive agents require the provision of a rich spatial en-
vironment. She introduces spatial representations and wayfnding as key components in the model. She
illustrates her vision by a case study that deals with multi-modal public transport.
Section II
Intelligent Traffc Management and Control
Chapter IX
An Unmanaged Intersection Protocol and Improved Intersection Safety for
Autonomous Vehicles .........................................................................................................................193
Kurt Dresner, University of Texas at Austin, USA
Peter Stone, University of Texas at Austin, USA
Mark Van Middlesworth, Harvard University, USA
This chapter presents two extensions of a system for managing autonomous vehicles at intersections. In
the frst, it is demonstrated that for intersections with moderate to low amounts of traffc, a completely
decentralized, peer-to-peer intersection management system can reap many of the benefts of a central-
ized system without the need for special infrastructure at the intersection. In the second extension, it is
shown that the proposed intersection control mechanism can mitigate the effects of catastrophic physical
malfunctions in autonomous vehicles.
Chapter X
Valuation-Aware Traffc Control: The Notion and the Issues .............................................................218
Heiko Schepperle, Universitt Karlsruhe (TH), Germany
Klemens Bhm, Universitt Karlsruhe (TH), Germany
Providing services and infrastructure for autonomous vehicles at intersections is also the topic of this
chapter in which the authors describe an agent-based valuation-aware traffc control system for intersec-
tions. Their approach combines valuation-aware intersection-control mechanisms with driver-assistance
features such as adaptive cruise and crossing control.
Chapter XI
Learning Agents for Collaborative Driving ........................................................................................240
Charles Desjardins, Laval University, Canada
Julien Laumnier, Laval University, Canada
Brahim Chaib-draa, Laval University, Canada
Collaborative driving is the focus of this chapter. The authors describe an agent-based cooperative ar-
chitecture that aims at controlling and coordinating vehicles, also showing that reinforcement learning
can be used for this purpose.
Chapter XII
Traffc Congestion Management as a Learning Agent Coordination Problem ...................................261
Kagan Tumer, Oregon State University, USA
Zachary T. Welch, Oregon State University, USA
Adrian Agogino, NASA Ames Research Center, USA
The authors of this chapter tackle the issue of how road users can learn to coordinate their actions with
those of other agents in a scenario without communication. Further, the authors explore the impacts
of agent reward functions on two traffc related problems (selection of departure time and selection of
lane).
Chapter XIII
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control .....................280
Matteo Vasirani, University Rey Juan Carlos, Spain
Sascha Ossowski, University Rey Juan Carlos, Spain
In this chapter, the authors discuss multiagent learning in the context of a coordination mechanism where
teams of agents coordinate their velocities when approaching the intersection in a decentralized way,
improving the intersection effciency.
Chapter XIV
New Approach to Smooth Traffc Flow with Route information sharing ...........................................291
Tomohisa Yamashita, National Institute of Advanced Industrial Science and
Technology (AIST), Japan
Koichi Kurumatani, National Institute of Advanced Industrial Science and
Technology (AIST), Japan
The authors of this chapter propose a cooperative car navigation system with route information sharing,
based on multi-agent simulation. They use a scenario from Tokyo in which drivers can share information
about their route choices. Results have confrmed that the mechanism has reduced the average travel
time of drivers sharing information and that the network structure infuenced the effectiveness of the
mechanism.
Chapter XV
Multiagent Learning on Traffc Lights Control: Effects of Using Shared Information ......................307
Denise de Oliveira, Universidade Federal do Rio Grande do Sul, Brazil
Ana L. C. Bazzan, Universidade Federal do Rio Grande do Sul, Brazil
Exchange of information is also tackled in this chapter, this time by traffc signal agents. Authors show that
these agents can learn better than independent ones, by sharing information about their environment.
Section III
Logistics and Air Traffc Management
Chapter XVI
The Merit of Agents in Freight Transport ...........................................................................................323
Tams Mhr, Almende/TU Delft, The Netherlands
F. Jordan Srour, Rotterdam School of Management, Erasmus University, The Netherlands
Mathijs de Weerdt, TU Delft, The Netherlands
Rob Zuidwijk, Rotterdam School of Management, Erasmus University, The Netherlands
In this chapter, the authors apply agent-based solutions to handle job arrival uncertainty in a real-world
scenario. This approach is compared to an on-line optimization approach across four scenarios, with
the results indicating that the agent-based approach is competitive.
Chapter XVII
Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation ...........342
Lawrence Henesey, Blekinge Institute of Technology, Sweden
Jan A. Persson, Blekinge Institute of Technology, Sweden
This chapter deals with the use of agent-based simulation for modelling the organisational structure
and mechanisms in the context of regional transport corridors. A special focus is put on the accurate
conceptualization of costs.
Chapter XVIII
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management ......................................357
Shawn R. Wolfe, NASA Ames Research Center, USA
Peter A. Jarvis, NASA Ames Research Center, USA
Francis Y. Enomoto, NASA Ames Research Center, USA
Maarten Sierhuis, USRA-RIACS/Delft University of Technology, The Netherlands and
NASA Ames Research Center, USA
Bart-Jan van Putten, USRA-RIACS/Delft University of Technology, The Netherlands and
NASA Ames Research Center, USA
Kapil S. Sheth, NASA Ames Research Center, USA
Collaborative air traffc fow management is the topic of this chapter. This chapter describes the design
and methodology of a multi-agent simulation for this problem. This is then used to evaluate several
policies for the management of air traffc fow.
Compilation of References ...............................................................................................................382
About the Contributors ....................................................................................................................410
Index ...................................................................................................................................................421
xiv
Preface
The increasing demand for mobility in the 21st century poses a challenge to researchers from several
felds to devise more effcient traffc and transportation systems designs, including control devices, tech-
niques to optimize the existing network, and also information systems. More than ever, interdisciplinary
approaches are necessary. A successful experience has been the cross-fertilization between traffc, trans-
portation, and artifcial intelligence that dates at least from the 1980s and 1990s, when expert systems
were built to help traffc experts control traffc lights. Also, information on how to combine parking and
public transportation can be provided by intelligent systems, and transportation and logistics have also
benefted from artifcial intelligence techniques, especially those tied to optimization.
During the last decade, there has been a tremendous progress in traffc engineering based on agent
technology. However, given the increasing complexity of those systems, a product of the modern way
of life and new means of transportation, the individual choices must be better understood if the whole
system is to become more effcient. Thus, it is not surprising that there is a growing debate about how
to model transportation systems at both the individual (micro) and the society (macro) level. This may
raise technical problems, as transportation systems can contain thousands of autonomous, intelligent
entities that need to be simulated and/or controlled. Therefore, traffc and transportation scenarios are
extraordinarily appealing for (multi-)agent technology.
Additionally, traffc scenarios became very prominent as test beds for coordination or adaptation
mechanisms in multi-agent systems. Many examples of successful deployments of tools and system
exist.
This book is a collection of contributions addressing topics that arose from a cross fertilization be-
tween traffc engineering and multi-agent system. Hence, this book summarizes innovative ideas for
applications of different agent technologies on traffc and transportation related problems.
CHALLENGES AND APPROACHES
The second half of the last century has seen the beginning of the phenomenon of traffc congestion. This
arose due to the fact that the demand for mobility in our society has increased constantly. Traffc con-
gestion is a phenomenon caused by too many vehicles trying to use the same infrastructure at the same
time. The consequences are well-known: delays, air pollution, decrease in speed, and risky manoeuvres
thus reducing safety for pedestrians as well as for other drivers.
The increase in transportation demand can be met by providing additional capacity. However, this
may no longer be economically or socially attainable or feasible. Thus, the emphasis has shifted to
improving the existing infrastructure without increasing the overall nominal capacity, by means of an
optimal utilization of the available capacity. Two complementary measures can be taken: improving the
management systems by use of recent developments in the areas of communication and information
xv
technology, and improving the management via control techniques. The set of all these measures is
framed as Intelligent Transportation Systems (ITS).
Artifcial intelligence and multi-agent techniques have been used in many stages of these processes.
During the last decade, there has been a tremendous progress in traffc engineering based on agent
technology. The approaches can be classifed into three levels: integration of heterogeneous traffc
management systems, traffc guidance, and traffc fow control.
The frst of these levels is discussed in several papers, for example the platform called Multi-Agent
Environment for Constructing Cooperative Applications - MECCA/UTS (Haugeneder & Steiner, 1993),
as well as in Ossowski et al. (2005), in Rossetti and Liu (2005), and in van Katwijk et al. (2005).
Regarding traffc guidance, it is generally believed that information-based ITS strategies are among
the most cost-effective investments that a transportation agency can make. These strategies, also called
Advanced Traveler Information Systems (ATIS), include highway information, broadcast via radio,
variable message systems, telephone information services, Web/Internet sites, kiosks with traveler infor-
mation, and personal data assistant and in-vehicle devices. Many other new technologies are available
now to assist people with their travel decisions. Multi-agent techniques have been used for modeling
and simulation of the effects of the use of these technologies, as well as the modeling of behavioural
aspects of the drivers and their reaction to information. Details can be found in Balmer et al. (2004),
Bazzan and Klgl (2005), Bazzan et al. (1999), Burmeister et al. (1997), Elhadouaj et al. (2000), Klgl
and Bazzan (2004), Klgl et al. (2003), Paruchuri et al. (2002), Rigolli and Brady (2005), Rossetti et al.
(2002), Tumer et al. (2008), and Wahle et al. (2002).
Regarding the third level mentioned above traffc control a traffc control loop was proposed
by Papageorgiou (2003). It applies to any kind of traffc network if one is able to measure traffc as
the number of vehicles passing on a link in a given period of time. With the current developments in
communication and hardware, computer-based control is now a reality. The main goals of Advanced
Transportation Management Systems (ATMS) are: to maximize the overall capacity of the network; to
maximize the capacity of critical routes and intersections which represent the bottlenecks; to minimize
the negative impacts of traffc on the environment and on energy consumption; to minimize travel times;
and to increase traffc safety. In order to achieve these goals, devices to control the fow of vehicles (e.g.
traffc lights) can be used. However other forms of control are also possible. For classical approaches
please see: TRANSYT (Robertson, 1969; TRANSYT-7F, 1988), SCOOT (Split Cycle and Offset Opti-
mization Technique) (Hunt et al., 1981), SCATS (Sydney Coordinated Adaptive Traffc System) (Lowrie,
1982), and TUC (Traffc-responsive Urban Traffc Control) (Diakaki et al., 2002). Regarding the use
of multiagent systems, some work in this area can be found in Bazzan (2005), Bazzan et al. (2008),
Camponogara and Kraus (2003), Dresner and Stone (2004), France and Ghorbani (2003), Nunes and
Oliveira (2004), Oliveira et al. (2004), Oliveira et al. (2005), Rochner et al. (2006), Silva et al. (2006),
Steingrover et al. (2005), Wiering (2000).
ORGANIZATION OF THE BOOK
The book is organized into three parts. The frst is a collection of chapters that focus on agent-based
simulation of transportation and traffc scenarios for traffc reproduction, both for vehicular traffc and
pedestrian traffc. A second section is a compilation about traffc control and management, mainly us-
ing traffc lights. A third part deals with agent-based approaches for related themes such as air traffc
management and logistics.
A brief description of each of the chapters follows, starting with those in Section I.
xvi
In Chapter I, Takama discusses congestion and adaptation by means of a multi-agent system (MAS)
aiming to analyse real transport and traffc problems. The chapter contribution is both a methodological
discussion and an empirical case study. The latter is based on real stated-preference data to analyse the
effect of a real road-user charge policy and a complimentary park and ride scheme at the Upper Derwent
Valley in the Peak District National Park, England.
Han and colleagues (Chapter II) discuss an agent-based modeling approach focusing on the dynamic
formation of (location) choice sets. Individual travellers learn through their experiences with the transport
systems, changes in the environments and from their social network, based on reinforcement learning,
Bayesian learning, and social comparison theories.
Chapter III tackles micro-simulation by discussing design and implementation issues of MATSim,
as well as an experiment in which this simulator is used to study daily traffc in Switzerland.
Continuing the discussion around microscopic simulation, in Chapter IV, the TRASS simulation
framework, a multi-layer architecture, is presented and evaluated in the context of several application
scenarios.
In Chapter V, a multi-agent model is proposed aiming to cope with the complexity associated with
microscopic traffc simulation modelling. Using a prototype with some of the features introduced, the
authors discuss scenarios using car-following and lane-changing behaviours.
Schadschneider and colleagues investigate the behaviour of pedestrians and human crowds, focus-
sing on aspects related to physical movement. Chapter VI thus starts with a review of methods and ap-
proaches, and continue with a discussion around validation issues, aiming at reducing the gap between
the multi-agent and pedestrian dynamics communities.
Chapter VII discusses the Social Potential model for implementing multi-agent movement in
simulations by representing behaviours, goals, and motivations as artifcial social forces.
In Chapter VIII, Sabine Timpf presents a vision for simulating human navigation within the context
of public, multi-modal transport, showing that cognitive agents require the provision of a rich spatial
environment. She introduces spatial representations and the basics of wayfnding as key components in
the model. She illustrates her ideas by a case study that deals with multi-modal public transport.
Chapters IX to XV compose Section II of this book and have in common the focus on traffc con-
trol.
Chapter IX presents two extensions of a system for managing autonomous vehicles at intersections.
In the frst, it is demonstrated that for intersections with moderate to low amounts of traffc, a completely
decentralized, peer-to-peer intersection management system can reap many of the benefts of a central-
ized system without the need for special infrastructure at the intersection. In the second extension, it is
shown that the proposed intersection control mechanism can mitigate the effects of catastrophic physical
malfunctions in autonomous vehicles.
Providing services and infrastructure for autonomous vehicles at intersections is also the topic of
Chapter X in which the authors describe an agent-based valuation-aware traffc control system for
intersections. Their approach combines valuation-aware intersection-control mechanisms with driver-
assistance features such as adaptive cruise and crossing control.
Collaborative driving is the focus of Chapter XI. The authors describe an agent-based cooperative
architecture that aims at controlling and coordinating vehicles, also showing that reinforcement learning
can be used for this purpose.
Tumer, Welch, and Agogino (Chapter XII) tackle the issue of how road users can learn to coordinate
their actions with those of other agents in a scenario without communication. Further, the authors explore
the impacts of agent reward functions on two traffc related problems (selection of departure time and
selection of lane).
xvii
In Chapter XIII, the authors discuss multi-agent learning in the context of a coordination mechanism
where teams of agents coordinate their velocities when approaching the intersection in a decentralised
way, improving the intersection effciency.
Yamashita and Kuramatami (Chapter XIV) propose a cooperative car navigation system with route
information sharing, based on multi-agent simulation. They use a scenario from Tokyo in which driv-
ers can share information about their route choices. Results have confrmed that the mechanism has
reduced the average travel time of drivers sharing information and that the network structure infuenced
the effectiveness of the mechanism.
Exchange of information is also tackled in theChapter XV, this time by traffc signal agents. The
authors show that these agents can learn better than independent ones, by sharing information about
their environment.
Section III (chapters XVI to XVIII) of the book brings a collection of topics that are related to trans-
portation and focus on different agent technologies such as agent-based simulation.
In Chapter XVI the authors apply agent-based solutions to handle job arrival uncertainty in a real-
world scenario. This approach is compared to an on-line optimization approach across four scenarios,
with the results indicating that the agent-based approach is competitive.
Chapter XVII deals with the use of agent-based simulation for modelling the organisational structure
and mechanisms in the context of regional transport corridors.
Collaborative air traffc fow management is the topic of Chapter XVIII. This chapter describes the
design and methodology of a multi-agent simulation for this problem. This is then used to evaluate
several policies for the management of air traffc fow.
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Ana L. C. Bazzan
Instituto de Informtica, UFRGS, Brazil
Franziska Klgl
rebro University, Sweden
xxi
We would like to thank all authors and referees for their work. We are also grateful to Cornelia Triebig
for the valuable work on the edition of the fnal version of this book. Finally we would like to thank the
Alexander von Humboldt Foundation for the fellowship that has allowed the joint work of both editors
in Wrzburg, Germany, during the period of 2006-2007.
Ana L. C. Bazzan
Franziska Klgl
The Editors
Acknowledgment
Section I
Reproducing Traffc
1
Chapter I
Adaptation and Congestion in a
Multi-Agent System to Analyse
Empirical Traffc Problems:
Concepts and a Case Study of the Road
User Charging Scheme at the Upper
Derwent Valley, Peak District
National Park
Takeshi Takama
University of Oxford, Stockholm Environment Institute, UK
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
This study discusses adaptation effects and congestion in a multi-agent system (MAS) to analyse real
transport and traffc problems. Both methodological discussion and an empirical case study are pre-
sented in this chapter. The main focus is on the comparison of an analysis of a MAS simulation analysis
and an analysis that solely uses discrete choice modelling. This study explains and discusses some im-
portant concepts in design empirical MAS in traffc and transportation, including validation Minority
Game and adaptation effects. This study develops an empirical MAS simulation model based on real
stated-preference data to analyse the effect of a real road-user charge policy and a complimentary
park and ride scheme at the Upper Derwent Valley in the Peak District National Park, England. The
simulation model integrates a transport mode choice model, Markov queue model, and Minority Game
to overcome the disadvantages of a conventional approach. The results of the simulation model show
that the conventional analysis overestimates the effect of the transportation and environment policy
due to the lack of adaptation affects of agents and congestion. The MAS comprehensively analysed
the mode choices, congestion levels, and the user utility of visitors while including the adaptability of
2
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
agents. The MAS also called as agent-based simulation successfully integrates models from different
disciplinary backgrounds, and shows interesting effects of adaptation and congestion at the level of
an individual agent.
INTRODUCTION
Traffc congestion and associated air pollution are considered the most signifcant threat to the UK
tourism industry, as they leave a negative impression on visitors. In particular, tourists to National
Parks are heavily dependent on their private cars. According to underlying economic theory, Road-User
Charging is a suitable tool to ensure that road users (i.e. car drivers) pay for the external costs gener-
ated from their travel (Hensher & Puckett, 2005; Steiner & Bristow, 2000). Currently, one of the major
objectives of installing Road-User Charging is to reduce traffc congestion levels. It is likely that a Road
User Charging scheme around the Upper Derwent Valley (the Valley) in the Peak District National Park
(Figure 1) will be considered a viable option for reducing traffc levels. At the same time, it is important
to examine to the extent to which visitors feel uncomfortable about the scheme.
This study develops a multi-agent system (MAS) simulation including a discrete choice model to
analyse the effect of the Road User Charging at the Valley on congestion levels at parking areas and the
mode choice of visitors. The focus of this study is the comparison of an analysis of MAS simulation
modelling and an analysis that solely uses discrete choice modelling.
Figure 1. The Upper Derwent Valley is located between two large cities, Manchester and Sheffeld. The
entrance to the Upper Derwent Valley by car is only from the A57 and only through Derwent Lane,
which comes to a dead-end. There are four parking areas on the Derwent Lane.
P
P
P
P
1 mile
P Parking area
Reservoir
The Upper Derwent V alley
A57
Toll Gate
Derwent
Lane
Information
Centre
Ladybower

Sheffield
The
Upper
Derwent
Valley Glos sop
Buxton
Bakewell
A57
A57
M1
Railway
Bamford
Manchester
The Peak
District
National Park
3
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
CASE STUDY SITE DESCRIPTION
The Upper Derwent Valley is located between two large cities, Manchester and Sheffeld (Figure 1).
Access to the Valley by private cars is easy, not only from local towns but also from these nearby cit-
ies through the A57. The entrance to the Upper Derwent Valley by car is only from the A57 and only
through Derwent Lane, which comes to a dead-end. There are four parking areas on Derwent Lane.
The approximate parking capacity of each parking area is 134, 77, 58, and 18 vehicles respectively
from the Information Centre. Only the frst parking area requires a parking ticket, which costs 2.50
for one-day parking or 50 pence per hour. Tourists try to park as close to the parking area of the Upper
Derwent Information Centre as possible since the Information Centre is the fnal parking area to visit
the scenic area of the Valley. However, the Information Centre charges a parking fee, so tourists who
are not willing to pay a parking fee will instead choose the Derwent Overlook (the second parking area).
It is important to underline that even on the busiest days congestion on the roads such as the A57 and
Derwent Lane is minimal, but severe congestion occurs around the Information Centre and the second
parking area.
A bus service is also planned in this area as a complementary policy tool of the Road User Charging
scheme. Overall, 700 questionnaires were distributed in the Valley during the summer of 2003, and
323 were returned (i.e. a return rate of 46.1%) to collect information about decision making processes
of agents with the stated preference approach and the arriving rates of vehicles. Several key person
interviews including parking offcers and local authorities were also carried out.
The age distribution of visitors is highly skewed, and two modes at 35-44 and 55-64 are present in
the distribution (Age in Figure 2). This age distribution matches observations made during the survey.
In addition, the income distribution (Income) also supports this trend. Some 20% of visitors to the
Valley are non-workers, and most of these visitors are assumed to be elderly people, since the propor-
tion of students is nominal (i.e. 5%). Some 27.0% and 12.8% of visitors from local areas and other areas
come to the Upper Derwent Valley at least every other month.
Figure 2. Proportions of visitors characteristics. The age and income distribution shows that visitors
are largely family and elderly members. These visitors come from local villages as well as two large
cities and visit as much as once a week, but not more.
<18
18-24
25-34
35-44
45-54
55-64
>65
Age
Percentage
0 5 10 15 20 25
nonwork
<10(k)
10-19
20-29
30-39
40-49
>50
I ncome ( GBP)
Percentage
0 5 10 15 20
Shef f .
Derby
GrtMan
SthYork
WstYork
Cheshire
Notting
Staf f .
Mersey
Lanca
Visi ters' ori gi n
Percentage
0 5 10 20
1/1wk
1/2wk
6-12/yr
2-5/yr
~1/yr
<1/yr
Fre q. of vi s i t
Percentage
0 10 20 30 40
4
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
APPROACH OF THIS STUDY
Structure of Conventional Analysis Based Solely on Equation-Based Models
Before explaining the simulation model used in this study, the advantages and disadvantages in the
conventional analysis are briefy examined. Two types of equations describing travel behaviour, mode
choice and parking location choice, are used in this study. They are the multinomial model and logit
model as shown in Figure 3.
The multinomial discrete choice model on mode choice is based on travel information such as park-
ing fee and searching time for parking space. The detailed explanation and its applications to the real
world are found in previous studies (Ben-Akiva & Lerman, 1985; Greene, 2003). The other probabilistic
equation model on parking location is based on characteristics of travellers such as age, and the frequency
of visit. The major advantage of the analysis using probabilistic equation-based models is that they
simplify problems of the real world, so the approach does not require complex input data compared with
a MAS simulation model. Also, the equations clearly represent the individual human behaviour. How-
ever, when the problems are interrelated with one another, these advantages over-simplify the problem.
It is important to underline that the characteristics of tourists are not directly modelled in the equation
of the mode choice. For example, a tourist who used to park at the Information Centre pays a parking
fee and spends nominal time on searching and walking. Therefore, the tourist is more likely to change
travel mode from car to bus than other tourists who arrive directly at the second park area. Hence, we
can still link up the mode choice between tourists with different characteristics, but it is diffcult to know
how mode choices affect decision-making regarding the parking location. In other words, this analysis
connects unidirectionally two equations only with the imagination of researchers.
Moreover, in the case of a Road User Charging scheme, this research is concerned with how the
scheme reduces congestion in the area, together with other relevant factors such as search time for
parking space. From this analysis, there is no clear indication about the effect of a Road User Charge
on the congestion level at parking areas in the Upper Derwent Valley. For example, a possible scenario
about the effect of a toll fee on congestion is that if the probability of a tourist going by car is reduced
by 10% due to a toll fee, the congestion level at parking areas in the Valley would be reduced by 10%.
However, this scenario is likely to overestimate the reduction of the congestion since an unblocked
parking area will attract other potential car travellers.
Figure 3. Structure of equation-based analysis - Two types of equations describing travel behaviour,
mode choice and parking location choice, are used in this study and the equations are connected uni-
directionally only by the imagination of researchers.

5
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Also, any model of the parking network in the Valley is absent in the analysis, which solely uses a
discrete choice model. For example, in the model it is assumed that a tourist can defnitely park at the
Information Centre if she or he decides to park there. This is because these models cannot formulate
the concept of adaptation effects and congestion, which requires dynamic links amongst the tourists
an example of over simplifcation (Parunak et al., 1998). In conclusion, although the analysis solely
using probabilistic equation-based models clearly presents the probabilities of travellers choices inde-
pendently, it could be dangerous to infer congestion levels at parking areas and tourists mode choices
based on these equations.
The Structure of MAS Simulation Modelling
The MAS model in this study is the integration of four modules (Figure 4). The two equation-based
models in the previous section stay as main modules of the agents decision-making at a micro level.
However, an adaptive learning process is added to the Multinomial discrete choice model with the strat-
egies success scores in a Minority Game, which is explained later. In addition, this simulation model
includes a statistical model of a Markov queue model based on real arrival rate and departure rate of
vehicles from/to each parking area. The Markov queue model connects the two equation models, bidi-
rectionally. The outputs of the Markov queue model are inter-linked with the Minority Game through
the interaction of various agents and the whole system proceeds to the next time step. The Markov
queue model and Minority Game simulate the movement of vehicle therefore these modules eventually
determine the travel time and the experience of fnding a parking space. Then, these outputs become
the input variables of the equation-based models in the following time steps. Therefore, this model is
dynamic and includes the concept of adaptation and congestion.
One more clear difference in the structures of the two analyses is that the calculation in Figure
3 occurs once at a system level, so there is only one set of calculations in the analysis solely with an
equation-base model. In contrast, in the MAS simulation model, the whole set of calculations in Figure
4 is carried out for each agent and at each time step, and the system level results are the aggregation of
these many small calculations. This is very useful concept since the user utility and behaviour of each
individual agent is analysed by tracking individual calculations.

Figure 4. Structure of MAS simulation - The two logit models stay as main modules at a micro level.
However, an adaptive learning process is added with a Minority Game. A Markov queue model simu-
lates the movement of vehicles.
6
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
FOUR MODULES OF THE MAS SIMULATION MODEL
This section explains the development and validation of the four modules in MAS introduced above.
Discrete Choice Analysis of Parking Location
The frst module is a logit model of parking location choice. A parking fee is only charged at the frst
parking area at the Information centre. In contrast, if the drivers do not park at the Information Centre,
they have to walk to the Information Centre, but they do not have to pay the parking fees. Therefore,
the distribution of parking costs is rather categorical, Park or Not park at the Information centre,
and a binary logic model was used with BIOGEME
1
to analysis the choice (Bierlaire, 2003). The three
signifcant factors in the logit model are visitors' age, visiting frequency per year, and the Willingness
To Pay (WTP) to the road user charging (Table 1). The age of a trip leader is a categorical variable and
the categorical age variable is commonly used in transport modelling (Bierlaire, 2001). The observed
utility functions for the two choices are:
1
st
Parking area: V
i
1
=
often
(No. of visit) +
tage
(Age) +
tWTP
(WTP)
Other parking areas: V
i
O
=
Other
The logistic form of the ftted model used to estimate the probability of parking at the 1
st
parking
area is below:
) (U + ) (U
) (U
= ) P(
O
i i
i
exp exp
exp
1st
1
1
U
i
*
is unobserved utility including an error term, i.e. U
i
*
=V
i
*
+
i
. According to this model, the
probability of parking at the Information Centre rises as age increases at a given WTP and frequency
of visit level. In contrast, the probability declines as a visitor travels to the Valley more often. From
Table 1. Parameters for binary logit model for parking location choice
Robust Robust
Coeffcient Estimate Std. Error t-value
(Other) 1.240 0.518 2.395
(often) -0.033 0.015 -2.251
(age) 0.214 0.104 2.051
(WTP) 0.229 0.084 2.737
Number of observations =268
L(0) =-185.763
L(^) =-144.046
=0.203
7
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
the modelling estimation, an equity issue is clearly presented with the current monetary policy tool, a
parking fee. Elderly visitors are more willing to pay the parking fees to park at the Information Centre.
In other words, elderly visitors are more disadvantaged when required to pay parking fees. The results
of the logit model were validated as they show a similar trend as the parking cost and visitors' charac-
teristics from the survey.
Multinomial Mixed Logit Models of a Mode Choice
This section explains a mode choice model, which is implemented as a module of MAS. The model
is base on the survey data and respondents were asked how they would travel to the Valley if the road
user charging and park & ride schemes were put into effect in the Valley in ceteris paribus conditions
(e.g. with same trip members). The visitors to the Upper Derwent Valley were expected to respond to
the schemes in one of Auto, Bus and Cancel modes:
Auto option: Pay a toll for road use and drive into Derwent Lane to get to the Information Centre.
Bus option: Come near the Valley with any travel mode, and then use the complementary park & ride
service to get to the Upper Derwent Information Centre.
Cancel option: Cancel the trip to the Valley and instead go somewhere else or stay at home.
After reviewing previous research (Fowkes, 2000; Ortzar & Willumsen, 2001, p.283; Steiner &
Bristow, 2000) and interview local authorities, four attributes of the mode choices on travel time and
costs were chosen, and four different levels were selected for each attribute: road user charging (),
park & ride fare (), frequency of bus service (minutes), searching a car park & walking time to the
information centre (minutes), and Parking fee ().
The correlations among three alternatives were insignifcant, so that the nested logit (McFadden,
1981) and the error component model of the mixed logit model
2
were also insignifcant. The reason for
the insignifcant correlations among alternatives could be due to a simultaneous decision making process
since destination (Trip | Cancel) and mode (Bus | Auto) are likely to affect the processes simultaneously
in this situation (Steiner & Bristow, 2000, p.99).
The heteroscedastic taste of time and cost with the multinomial mixed logit model are signifcant,
but no socio-economic factors are signifcant. Possibly, socio-economic factors are effciently captured
by the taste variation of the mixed logit model. The insignifcant group size can be explained by the
discussion of the marginal or average road pricing principle (Nash, 2003; Rothengatter, 2003). In this
case, road user charging seems to be as effective as the marginal pricing principle, so that additional
trip members are not as important as the frst member to calculate the cost of travel, i.e. the toll is not
simply divided by the number of trip members. The best-ftted utility functions with the multinomial
mixed logit model are:
Auto: V
i
A
=
Auto
+
time
(Toll +Parking fee) +
time
(Search & walk)
Bus: V
i
B
=
cost
(Bus fare + Parking fee) +
time
(Headway)
Cancel: V
i
C
=
cancel
8
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
The log-likelihood ratio test (McFadden, 1974), which compares the model ftness of a generic
model with that of a specifc model, showed that the parameters for costs and time are generic. Thus,
no alternative specifc coeffcient is present in these utility functions. Also, the test showed the multi-
nomial mixed logit model signifcantly improves the model ftness compared with the conventional
multinomial logit model. These functions do not show a mean and standard error for the coeffcients
of cost, time, and lagged dependent variable, but these are expressed in the summary statistics for the
estimates of the utility functions (Table 2). The cost and time attributes are presented in pounds and
minutes, respectively.
For example, the logistic form of the ftted model for choosing the Auto option is:
A
i
A B C
i i i
exp (U )
P( Auto ) =
exp (U )+exp (U )+exp (U )

The other logistic forms for the other two options are similar to the one above. All six coeffcients
have no signifcant correlation with one another as calculated by the robust t-test. The standard errors
express that the probabilities of negative coeffcients are >99.99% for
time
and 97.93% for
cost
. There-
fore, the problem of a positive coeffcient is negligible
3
. In this case, the value of time was 7.24 pence
per minutes. This is close to the non-commuting values of time in the report from the Department for
Transport, i.e. 7.55 pence per minute
4
(Department for Transport, 2004). The parameters are reasonably
validated.
After the implementation of schemes with a hypothetical 3 toll fee, the probabilities of travel mode
are the ones shown in Table 3. More than half of visitors, who used to park at the Information Centre
(labelled as Centre in Table 3), are likely to keep using their own cars to visit the Valley. In contrast,
Table 2. Parameters for multinomial mixed logit model with normal distributed taste and panel data struc-
ture for mode choice. m and s represent the mean and a standard error of a coeffcient, respectively.
Robust Robust
Coeffcient Estimate Std. Error t-value
(Cancel) -4.627 0.299 -15.497
(Auto) 1.873 0.141 13.277
(cost) m -0.704 0.040 -17.463
0.089 0.043 2.058
(time) m -0.051 0.003 -15.019
0.025 0.004 7.120
lagged m 0 - -
3.070 0.222 13.819
Number of observations =3840
L(0) =-4218.67
L(^) =-2730.05
=0.351
9
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
more than two third of the visitors, who used to park at the other parking areas, are likely to keep using
their own cars to visit the Valley. This result shows that the effect from the road user charging scheme is
not equal for all types of visitors. Elderly visitors are more likely to be affected by the road user charging
scheme as they have a strong preference for parking at Information Centre (Eckton, 2003). On the other
hand, the purpose of the road user charging scheme is to reduce the congestion level around Derwent
Lane, and it is, consequently, effective in achieving this policy aim from the model results.
Markov Queue Parking Network Module
The Markov queue module simulates the parking network of the Upper Derwent Valley. The main objec-
tive of this module is to determine the searching time of parking spaces and walking time between the
parking space and the primary destination assumed to be the Information Centre. The discrete choice
models explained above cannot explain the mechanics of a parking network system in the Valley, which
is the necessary component for modelling parking congestion and the interaction of agents. Also, it is
no feasible to collect dynamic searching time and walking time from surveys. From a pilot survey, car
drivers were found not to remember the exact searching time and walking time, or only answered the
approximate time, such as 5 or 10 minutes.
In contrast, arrival rates into the parking network system are easy to measure at the input point of
the system. Parking time is also obtained easily by questionnaires since car drivers have a good memory
about the arriving time at a parking area and departure time from a parking area. With the Markov
queue theory (Chernick, 1999; Hinkley, 1988), departure rates are calculated from parking hours,
i.e. the departure rate of the parking network system is the inverse of parking time. Simultaneously, the
congestion level of a network system can be estimated with the Markov queue model. The major factor,
which determines searching time, is a congestion level in a parking area, so searching time can also
be estimated with the Markov queue model. A parking location is determined after a car driver fnds a
parking space and consequently walking distance and time are approximated though this process.
Previous studies have shown that it is diffcult to implement the mathematical Markov queue model
to solve real world problems, thus simulation approaches had been recommended (Arnott & Rowse,
1999; Norris, 1997). Additionally, time-driven and event-driven concepts are added to the Markov
queue simulation model.
Data on Arrival and Departure Rates
In the Markov processes, the distribution of the arrival and departure rates are usually considered as
coming from the Poisson distribution. The distributions of rates were checked to see whether they come
Table 3. Expected probabilities of each mode choice between parking locations. W + S stands for search
and walking minutes and Parking means parking fee for the Auto option.
Park at Toll W + S Parking Probability
(pounds) (mins) (pounds) Auto Bus Cancel
Centre 3 0 2.5 0.54 0.42 0.04
Other 3 20 0.0 0.71 0.27 0.02
10
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
from the underlying distributions by the bootstrap method (Davison & Hinkley, 1997; Efron, 1979) with
R
5
(Ihaka and Gentleman, 1996).
The departure rates at each parking area were collected from parking beat surveys, which were
undertaken over three days, namely the 23rd, 26th, and 27th of August 2001, by the Transport Offce
of Derbyshire County Council. The 23rd of August 2001 was a normal summer weekday, in contrast,
the 26th and 27th of August 2001 were a Sunday and the summer bank holiday, which were usually the
busiest days in the Valley. All parked cars were recorded, so the data set acted as a population. In total,
1961 cars were recorded. The rest of the data was collected during August, 2003 for 10 days. From the
observations, the steps of the parking network were determined as below (Figure 5).
There are two input points (i.e. Information Centre and Derwent Overlook) and four output points
(i.e. all four parking areas). The state transition in the system at a macro level is represented as Figure
6.
The arrival rate and the departure rate of cars per minute are symbolised as and , respectively in
this study. The number in the circle is the number of cars in the parking network system and N is the
overall parking capacity, i.e. 134 +77 +58 +18 =287. The arrival rate per minute was counted at the
Information Centre with 30-minute intervals (30) between 10:00 and 15:00 hrs.
Arrival Rate to the Upper Derwent Valley Parking Areas
The arrival rate during holidays and weekend displays a trend related to the time of day. The arrival rate
peaks around noon and gradually decreases afterward. A commonly assumed distribution for counted
data is the Poisson distribution (Pfeiffer & Schum, 1973, p.200), and if this assumption is valid, the Fano
factor should be one, i.e. =
2
/ m = 1 (Stevens & Zador, 1998, p.213). The bootstrap simulation method
(Chernick, 1999; Hinkley, 1988) was used to estimate the Fano factors. Eight out of eleven bootstrapped
for each observed time of day have confdence intervals containing 1 by the percentile method
6
. Therefore,
the evidence shows that the distributions of arrival rates during holidays come from the Poisson distribu-
tion. A triangular function fts with the time dependency of arrival rates, 30
t
. The function for 30
t
is:
Figure 5. Markov queue network. The numbers in circles are parking capacities.
11
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
30
hour
=




1
+
1
hour , If 10:00 hour 12:30

2
+
2
hour , otherwise



Where: hour is time of day and its interval is [10:00, 15:00]
Since the distribution is heteroscedastic, the weighted least squares method (i.e. dividing each ob-
servation by the variance of the error term for that observation) is used to ft the linear models. The
estimation of all parameters in equation is signifcant with more than 99% of confdence (Table 4). The
p-value for the model ftness is also signifcant at the 99% confdence level and the model ftness of R
2

is high, i.e. 0.92 for 10:00 t 12:30 and 0.86 for 12:00 <t. In addition, the large standard deviation
around noon is explained by the property of the Poisson distribution. The standard deviation of the
Poisson distribution is positively related with mean, so the larger the mean a distribution has, the larger
the standard deviation that distribution has.
From the results, we can reasonably validate that the distribution of arrival rates come from a time
dependent Poisson distribution. Therefore, the equation was used to produce the arrival rate in the
Markov queue model of the parking network system.

Departure Rate from the Upper Derwent Valley Parking Areas
The departure rate from the Upper Derwent Valley is defned as the expected number of cars leaving
the Valley per hour. It is also defned as the inverse of parking hour. The distributions of the parking
hours between dates and parking areas were checked to see if they were different. Overall, the distribu-
tion of the parking hour is skewed to the right, i.e. longer parking hours. Since the expected departure
rate per hour (60) is the inverse of the parking hours, it is 1/2.736 =0.367 in this case. The bias from
the non-linear transformation was found to be very small (<0.00001) from a bootstrap simulation, so
a correction for the parameter estimation is not necessary. The departure rate per hour from the Upper
Derwent Valley was determined as 0.367.
Figure 6. State transition diagram of the system
Table 4. Signifcance of triangular function of arrival rates, 30t
Overall
t Est. p-val. Est. p-val. p-val. R
2

10:00 t 12:30 -129.18 0.008 15.36 0.002 0.002 0.92
otherwise 225.95 0.003 -12.98 0.008 0.008 0.86
12
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Moreover, in the Markov queue process, the service time (in this case, parking hours) is distributed
exponentially (Norris, 1997, p.182). The exponential distribution with a rate of 0.367, is fairly close to
the density function of the parking hour (Figure 8). Therefore, the departure rate is also reasonably
validated as Markov and consequently it comes from the Poisson distribution.
Markov Queue Network Simulation Model
The distributions of arrival and departure rates satisfed and validated the requirements for the Markov
queue network model (Vose, 2000, p.235). Therefore, the Markov queue network model was developed
with the RePast toolkit
7
(Collier et al., 2003; Ross, 1997, pp.88-89). There is no reason to assume that
a car, which comes to the Upper Derwent Valley, must leave after other cars, which have come earlier,
i.e. First In First Out (FIFO). Therefore, the departure from the Valley in this simulation is System In
Random Order (SIRO).
This model is the combination of event-driven
8
and time-driven approaches (Febbraro & Sacco,
2004; Jain & Neal, 2004; Peterson, 1981). A macroscopic timing determines the arrival and departure
of cars, so these events are time-driven events for the system (Cheng, 1998). Therefore, the arrival and
departure are not controlled by each car in this simulation. At the same time, each car acts according
to the micro level events they encounter between two macro level events. The micro level events are to
enter and exit parking areas, and these events change the driving speed of cars, i.e. event-driven events
for each car. This approach becomes more benefcial in a successive study with a MAS model of the
Upper Derwent Valley, in which the number of cars going to the Valley changes according to the number
of private car visitors at every time step. In this case, only the arrival rate () needs to change according
to the change in car numbers. Figure 9 shows the pseudo-code for the main loop of the macroscopic
timing in a simulation day (a representative day in a given week).
To verify and validate the overall simulation performance, the Markov simulation was run based
on observed data, i.e. without agents mode choice. The overall car numbers in the simulated valley
was 774.818 and its confdence interval [777.2413, 772.3947] captured the expected car numbers in the
Figure 7. Means of time dependent upon arrival rate and a triangular function with the peak at 12:30
13
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
real valley. Also, the number of cars in each parking area was similar to the actual data. Therefore, the
model is reasonably verifed and validated.
Minority Game in the MAS Simulation of Upper Derwent Valley
This section explains the Minority Game, which is used as an additional decision making module for
the MAS (Arthur, 1994; Challet et al., 2004; Challet & Zhang, 1997; Edmonds, 1999), to assess the
congestion level of the four parking areas. In general, tourists should not come to the Valley by Auto
when they cannot park in their target parking area. Also, tourists arriving by bus will be glad that they
chose the Bus option if they fnd out there are no empty spaces in the parking areas, where the buses
Figure 8. Exponential distribution of rate 0.367 and density of parking hour
Figure 9. Pseudo-code for Main loop of car movements
Exponential distribution and
density of parking hour
Parking hour
D
e
n
s
i
t
y
2 4 6 8 10
0.0
0.1
0.2
0.3
0.4
0.5
Density function
Exponential
14
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
pass and stop. These two situations indicate that the tourists are indirectly playing a Minority Game. The
Minority Game seems well suited to study the problem of congestion in transportation sectors (Bazzan
et al., 2000; Dia, 2002; Lee et al., 2001; Klgl & Bazzan, 2004; Peeta et al., 2005).
Unlike conventional Minority Games, the winners and losers are not determined by a fxed proportion
of agents in this model (e.g. 51%). Rather, the winners and losers are determined by the gap between the
forecasted utility and actual return, i.e. if the return from a choice is less than expected, the tourist made
a wrong choice
9
. However, the winning side is more personally determined and neither side is required
to be the overall wining side. Also, the utility and actual return is not made up from a theory or some
imaginary threshold, but calculated by the utility functions of the mixed logit discrete choice model.
For example, if too many visitors choose Auto, more people are likely to underestimate their decision
since the searching time to fnd a parking space and walking time to the Information Centre are on
average longer in the congested condition. However, some of these tourists are still able to park where
they want to if they are lucky. Therefore, within the same choice, there are both winners and losers in
this Minority Game. Put differently, tourist agents in this model use personal experiences rather than
centralised information to make their decisions; therefore the agents also have personalised results in
the Minority Game (de Cara et al., 2000).
Adaptability and Strategies of Agents in the Game
Although the former sections use the phrase: visitors make a choice, strictly speaking, strategies de-
termine a choice instead of agents in the MAS. Agents choose the best strategy and follow the choice
according to that strategy. The reason for this two-step decision making is due to imperfect information.
It is impossible to obtain perfect information to win in the Minority Game since you need to know the
decision making of many other agents. So, at least, the assumption of perfect information fails in this
situation. Therefore, even if the mechanism of the decision making process was correct, the output may
be wrong.
According to the Minority Game, the following two thought patterns can be suggested. For example,
if parking areas are severely congested at the time of travel, searching time and walking time tend to be
longer for visitors with the Auto option. These visitors may think: 1) the parking area will be congested
so I will not go to the Valley by car next time, or 2) many visitors will be discouraged to go to the
Valley by car so parking areas will be empty; therefore, they think that I will go to the Valley by car
next time. Thus, searching time and walking time can have a negative affect as well as a positive one
on the derived utility of Auto. From the description above, three thought patterns were considered for
this simulation.
The three thought patterns of visitors depend on which mode takes the congestion related utility:

Thought pattern 1: visitor believes that the parking area will be congested again next time, so discour-
ages a visitor from going to the Valley by car, i.e. add
time
(Search & walk) into U
A
Thought pattern 2: visitor believes that the parking area will be less congested next time, so discour-
ages a visitor from going to the Valley by bus, i.e. add
time
(Search & walk) into U
B
Thought pattern 3: visitor believes that the parking area will be less congested next time, so discour-
ages a visitor from cancelling the trip. , i.e. add
time
(Search & walk) into U
C
15
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Thought pattern 1 is the same as the result from the multinomial mixed logit model mechanism.
Thought pattern 2 and 3 try to cut the ground from under the feet of other agents. In other words, thought
patterns 2 and 3 are the second thoughts from the result of the multinomial discrete choice models.
These thought patterns are sceptical about the result of the multinomial discrete choice like Humes
evaluative scepticism (Clark, 1998) and agents are making decisions even in the uncertain situation
without previous experience by applying an act-then-learn framework rather then the learn-then-act
one, which is used in adaptation planning (Beltratti, 1996, p.119;).
Also, each of the three strategy types is sub-categorised into fve strategies according to the ex-
perience they use for the mode choice. Namely, agents could use any of the last fve experiences to
calculate the choice. From the survey carried out in the summer of 2003, it was unlikely that travellers
remembered any detailed trip information more than for the last fve trips. This means that some agents
decide on the travel model based on the last trip experience while other agents may use the ffth oldest
trip experience.
The best strategy with the maximum success score was chosen before each trip. Also, this minor-
ity game used the horizon of strategy successfulness. The horizon is related with the adaptability of
agents, since a long horizon makes agents consider too much historical information, which may not be
relevant to the current situation (Liu et al., 2004, pp.347-351). The length of the horizon is a parameter
H, which represents the horizon for which each strategy scores. Therefore, the success score of each
strategy is a virtual point in the last H steps an agent experienced:
1
1
/
s
i
t
x s
t i
i t H
R H

=
=

where
x =The selected choice by strategy s at i
R
x
=Return from the selected choice at i
As shown in the equation above, success score of any given strategy s at a time step t is the mov-
ing average of the return from a selected choice by the strategy within the scope of horizon H. The
choice made by a strategy is not relevant with the choice used by an agent, which possesses the strategy.
All strategy-scores are calculated whether or not the strategies were chosen by the agent. Similarly,
although H was set to fve in this model, the length of the horizon is also irrelevant with the length of
experience remembered. The max length of horizon is set to fve because of survey results, i.e. most
people do not remember trips older than the last fve trips.
In conclusion, there are fve adaptation elements in this MAS simulation of Minority Game:
1. Adaptation happens in uncertain situations with an act-then-learn framework,
2. Adaptation is the change of a decision making process at a strategic level in the uncertain situ-
ation,
3. An agent does not have all strategies available in the world and adaptability is restricted by the
number of strategies the agent possesses,
16
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
4. Adaptation processes happen quicker if agents do not continue to use old information, which
may be irreverent to the current situation,
5. Adaptation is necessary to succeed in fuctuating environments.

DECISION MAKING PROCESS OF AGENTS
This section uses an example to illustrate of the decision making process. At a given time step, i.e. week,
the probability of each choice is calculated by each strategy according to the multinomial mixed logit
model. Nevertheless, the thought patterns 2 and 3 swap the utility of searching & walking time from
U
A
according to their rules. Then, there are fve memories, so that a set of 15 possible strategies and the
sets of probabilities associated with the mode choice of an agent can be like the one in Table 5. These
15 strategies are possible strategies, but in reality, there are only a maximum of fve strategies for each
agent according to the calibrated memory distribution, i.e. some agents may have only one strategy. For
example, a subset of fve strategies can be like the one in Table 6.
Next, this agent needs to fnd the best strategy to make a mode choice. The set of strategies in Table
7 is the same set of strategies as in Table 6, but now with fve horizon values. The choice in the table
is the choice in each strategy made in each experienced time step. R is the return from the predicted
choice and actual parking condition in the Valley. Then, is the moving average of the fve returns. It
is important to mention that the returns, R, are not necessarily the same among the strategies, even if
the choice is the same at any given horizon, since the game is based on localised experience, but not the
centralised information. R is expected to be negative according to microeconomic theory, i.e. cost and
travel time is expected to affect the utility of visitors negatively (Hess et al., 2005).
In this example, thought pattern 2 with memory 1 has the highest success score, so this is the cur-
rent best strategy. However, this best strategy may change in the future since it is a moving average.
In the strategy of thought pattern 2 with memory 1, Auto has the probability of 0.6 (Table 6), so this
option is likely to be chosen by this agent, but this is still determined by the probabilities. Although
this decision making process involves guessing and baffing other agents calculations, the basis is still
the multinomial discrete choice model. Thus, this process is not just throwing a dice, but the result is
still connected with the situation of the Upper Derwent Valley. The complete agent decision marking
process throughout all four modules explained above is shown as a fowchart in Figure 10.
Table 5. Example set of 15 possible strategies in an agent. The numbers represent probabilities associated
with the memories of mode choices.
Prob. of chance Memory 1 Memory 2 Memory 3 Memory 4 Memory 5
Auto Bus Cancel Auto Bus Cancel Auto Bus Cancel Auto Bus Cancel Auto Bus Cancel
Thought pattern 1 0.50 0.40 0.10 0.40 0.40 0.20 0.65 0.35 0.10 0.40 0.45 0.15 0.45 0.30 0.25
Thought pattern 2 0.60 0.20 0.20 0.45 0.30 0.25 0.70 0.25 0.15 0.45 0.35 0.02 0.55 0.10 0.35
Thought pattern 3 0.55 0.45 0.00 0.45 0.45 0.10 0.70 0.30 0.00 0.45 0.50 0.05 0.55 0.40 0.05
17
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Table 6. Example set of fve assigned strategies in an agent
Prob. of chance Memory 1 Memory 2 Memory 3 Memory 4 Memory 5
Auto Bus Cancel Auto Bus Cancel Auto Bus Cancel Auto Bus Cancel Auto Bus Cancel
Thought pattern 1 0.50 0.40 0.10 0.65 0.35 0.10
Thought pattern 2 0.60 0.20 0.20 0.45 0.30 0.25
Thought pattern 3 0.55 0.45 0.00
Table 7. Finding the best strategy in an example strategy set. `TP stands for thought pattern, `M stands
for memory, and R is return from the selected choice.
Success score Horizon 1 Horizon 2 Horizon 3 Horizon 4 Horizon 5
Choice R Choice R Choice R Choice R Choice R
TP1M1 -7.4 Auto -2.4 Auto -0.5 Auto -2.2 Auto -2.3 Bus 0.0
TP1M3 -6.2 Bus 0.0 Auto -5.3 Cancel -0.9 Bus 0.0 Bus 0.0
TP2M1 -2.8* Auto 0.4 Bus 0.0 Auto -0.7 Auto -2.3 Auto -0.2
TP2M2 -6.4 Auto -2.4 Auto -0.4 Auto -0.4 Bus 0.0 Auto -3.2
TP3M1 -5.2 Cancel -0.9 Auto -1.0 Auto -1.5 Cancel -0.9 Cancel -0.9
Knowledge
frompast
experiences
Agent
characteristics
Minority Game
Strategy sets
Calculate an expected
utility attached to
each mode
Calculate
success scores of
strategies
Agent
finds the
best
strategy
Best
strategy decides
a mode
choice
Decide
a parking
area
Trip experience is
calculated by
Markov queue
Store utilities,
searching time
(congestion),
walking time, and
monetary costs
If Cancel, store
its utility
Pass utilities
based on DCA
If Auto
If Bus
Store success
scores
Figure 10. Flowchart of agents decision making
18
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
SIMULATION RESULTS
Simulation Setting
This MAS model uses numerous parameters and is rich in local rules, so only important settings are
explained here. Unless specifed otherwise, the values of parameters are the same throughout this
paper. First of all, the agent population size or travel group size is 3000. The agent size does not affect
the behaviours of vehicles. Since this is considered a sample from a larger agent population, vehicle
number is automatically refected to the ratio between the population and the agent size. The parameters
for the decision making process of agents are based on the stated preference survey, including the ones
explained in the previous sections.
Real bus fares are 50 pence per person, the parking fee for the Bus option is 50 pence per vehicle,
and the toll is 3. These costs come from interviews with the local authority (Derbyshire County Council,
2003, per. com.). Agents do not know these travel related pieces of information before they experience
them, therefore each agent picks up believed values randomly from possible ranges at the beginning
of each simulation (Table 8). The one time step is at a representative day in a week and possibly one
of weekends, i.e. the stepsize is one week. The frst 520 time steps, which are 10 years in simulation
time, are treated as the initial transient period, so the outputs for that the period are discarded from the
analysis. This long transition period is necessary in this model, as agents need experiences before the
proper simulation starts. As explained above, although visitors come to the Valley frequently, according
to the survey data, it is unlikely that people visit the Valley more than once a week. The frequencies
of visits are based on the survey data, so approximately 75% of agents are expected to go to the Valley
fve times during the initial transient period. Therefore, all fve memory spaces are flled by the end
of this period
10
, i.e. these agents are likely to gather enough real experience from the simulation. The
remaining agents use believed values even after the initial transient period. After the transit period, the
simulation was run for 150 weeks or 150 time steps.
Walking speed: Walking speed is set according to agents age between 4.2 and 3.0 feet per second,
i.e. the older the slower. The difference between the walking speeds of the old (the top three older cat-
egories) and the young (the bottom four youngest categories) is 0.7 feet per second. Previous research
on walking speed is in urban areas and is not recreational walking (Knoblauch et al., 1996), so these
fndings are used only as a rough standard.
Table 8. Range of believed values
Variable Range Justifcation
Toll fee [0, 5] () Up to the R.U.C. in London.
Bus fare {0, 0.1, 0.2, 0.5, 1} () One-coin value fromlocal authority
Searching times [0, 18.41] (minute) Based on Markov queue model
Walk distance [0, 4792.09] (metre) Based on Markov queue model
Parking fee for Auto {0, 0.5, 1.5, 2.0, 2.5} () The real range in the Valley
Parking fee for Bus {0, 0.1, 0.2, 0.5, 1} () One-coin value fromlocal authority
Headway {15, 30, 45, 60}(minute) Frominterview and current situation
19
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Trip group size: As mentioned above, an agent is defned as a trip leader in a group in a vehicle and
so the number of members is treated as a part of the agents characteristics. The bigger trip party has to
pay more bus fares, or can share the costs of the toll and parking fees. Therefore, this factor is important
for this study. The empirically observed distribution is used for the estimation. A group size between
two and four contribute to the 80% of the total distribution. The maximum group size is assumed to
be ten because such a large group in a vehicle was actually observed even though proportionally it is
nominal.
Frequency of visit: Visiting frequency is probabilistic; therefore, visit once every other week does
not guarantee that an agent visits the Valley this time if it did not visit on the last time step. Instead, this
concept says that this agent is likely to visit the Valley, on average, 36 times a year. Moreover, although
the frequency is assumed fxed, agents may change their visiting tendency, e.g. if an agent learnt that it
is not good to visit the national park any more, its real visiting frequency becomes zero. The frequency
of visit is based on the survey results, and it depends on the travel origin.
Seasonality in traffc demand: The traffc fow data of 2003 on the A57 are used to estimate the
seasonal demands in the Valley. The fnal week of August and the frst week of September are set as the
busiest weeks (the vertical dotted lines in Figure 11). June to September demands are set as 90% of the
demand of the busiest weeks, i.e. high season (the darkest background in Figure 11), April, May, and
October are set as 80% of the busiest weeks, i.e. intermediate season (the intermediate background),
and the rest of periods are set as 60% of the busiest weeks, i.e. low season (the no background colour).
The seasonality affects the frequency of agents visits if their visiting frequency is less than once every
other week. For example, an agent expected to come once a year still comes once a year, but is more
likely to come during high season than low season.
PreRUC. se ason.tol l 3.
weeks
a
g
e
n
t

n
o
.
0 50 100 150
0
1
0
0
2
0
0
3
0
0
PostRUC. se a son. tol l 3.
weeks
a
g
e
n
t

n
o
.
0 50 100 150
0
1
0
0
2
0
0
3
0
0
Auto
Bus
Cancel
Figure 11. The left fgure shows mode choices before the Road User Charging, and the right fgure shows
mode choices after the Road User Charging. The background contrasts show the traffc seasonality in
the Valley.
20
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Road User Charge and Park and Ride Schemes
Traffc Pattern
The demand for Auto is reduced after the implementation of the Road User Charging as the demand
shifts to Bus and Cancel. (Figure 11) The lines in bold are smoothed using the LOWESS method with
value 0.1 (Cleveland, 1981), and raw data are shown as the pale lines. The amount of shift is greater in
the high seasons since the trend of Auto is relatively more fattened after the implementation. This is
because the preference of agents (or strategies strictly) in this model is logarithmic and not linear with
given parameters. This means that an extra 10 vehicles in the parking areas in an extremely congested
situation puts off agents coming by car more than the same extra 10 vehicles in a less congested situa-
tion. This phenomenon is consistent even at localised viewpoints.
Congestion at a Parking Area
Figure 12 shows the proportion of time the frst parking area is congested. Generally, congestion lev-
els are reduced after the Road User Charging is implemented. However, medium congested periods
increases after the implementation, i.e. the darkest and the bottom band areas (100% full) shrink while
the second bottom areas (75% full) stretch in Figure 12.
The level of 100% full congestion gets signifcantly lowered while that of 75% full congestion
remains at relatively the same level after Road User Charging is introduced, i.e. more severe congestion
is reduced. Therefore, the model in this section shows that the Road User Charging scheme reduces the
demand of Auto effectively in more realistic conditions and the reduction in the demand corresponds
with the reduction in the congestion level in the parking areas. Since the scheme reduces demand and
congestion more effciently at extreme conditions, the scheme solves the severe congestion problem at
parking areas, which is reported by many visitors, whilst the scheme can still attract visitors in less
congested conditions.
Figure 12. Congestion levels in the frst parking areas, i.e. Information Centre. The left graphs shows
Congestion levels before the Road User Charging, and the right graph shows after the Road User
Charging.
0 50 100 150
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Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Simulation with Elderly Exemption
This section focuses more on the elderly visitors. From observation, a large proportion of visitors to the
Valley are elderly people. The result from the questionnaire shows that 24% of visitors are aged between
55 and 64 and 12% of visitors are aged over 65, so overall more than a third of visitors are retirement
aged people. Many visitors to the Valley carry a large amount equipment to have a picnic and it will be
diffcult for elderly people to carry this equipment without a vehicle. Although this model possibly takes
into account this diffculty within an existing factor walking speed, this internalisation is likely to be
underestimated so that special attention should be given to this fact. There are fve to six disables park-
ing spaces in front of the Information Centre, which is a primary destination, but these spaces should
strictly speaking be used by visitors with true disabilities. Also, this space is not enough during the high
season and will never satisfy the majority of elderly visitors even if the space is doubled.
One possible solution is to give the elderly a discount on the toll fee. Elderly visitors, who are eligible
to receive the exemption, were defned by age, from 55 or 65, in this section. While all other settings
remain the same from previous results, this simulation introduces an elderly exemption. When the dis-
count was only 1, the overall demand for Auto did not increased signifcantly (Middle graph in Figure
13). In contrast, when all visitors older than 55 received a full exemption from the toll fee, the trend of
Auto use rose vertically rose and that of Bus use fell (Right end graph). With 100 sets of this situation
11
,
the percentage rose in overall Auto demand by 12.71% with a standard deviation of 1.07%.
DISCUSSION
Comparison with the Analysis that Solely Uses Equation-Based Models
When a researcher conducts the same analysis solely with the multinomial discrete choice model, the
result could be similar but the contents of the result have to be examined carefully.
Figure 13. Mode choices with elderly exemption. Elderly visitors (aged from 55 years) are eligible for
a discounted toll fee. Results are shown for a discount of between 0 and 3, respectively from left to
right.
PostRUC. di scount0. over55.
weeks
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Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
The multinomial discrete choice model cannot calculate searching time, walking time, and a parking
fee for Auto, so this approach is as sophisticated as the MAS model. Leaving this question aside, as-
suming that these values are the central point of possible values and the other parameters are the same
as those of the current agent simulation, the overall percentage increase in Auto by the discrete choice
model is 15.09%. The two approaches produce very similar outputs, but the difference is obvious when
the breakdown by age categories is examined.
The Auto demand rises only in the top two elderly age categories and those in the rest of the age
categories stay the same with the analysis using an equation-based model (Right graph in Figure 14).
In contrast, the demand of Auto is higher for the two elderly age categories in the MAS analysis (Left
graph), while the demand declines in younger age categories due to the side effect from the congestion in
parking areas. As more elderly visitors come to the Valley by car, the parking areas are more congested,
and consequently this situation discourages other visitors from coming to the Valley by car. Moreover,
this discouragement reduces the parking congestion more than expected, so that this possibly encour-
ages other visitors, namely the elderly visitors, to come to the Valley by car, simultaneously. Hence,
the proportional rises of elderly visitors are more prominent and the demand for Auto by some agents
is reduced in a MAS analysis. There are also variations in the trend of Auto numbers in MAS model.
This is an important issue, which is discussed further in the next section.
As shown in Figure 3, the conventional transport analysis does not have the direct feedback mechanism
with parking congestion or in other words, there is no concept of congestion in the analysis. Therefore,
the analysis solely with equation based modelling ignores the fact that some visitors may still visit the
Valley by car as the parking areas will be less congested because the toll fee suppresses the others
private car usage (Stopher, 2004). As a result of this, the conventional transport analysis solely with
the discrete choice model underestimates the Auto demand of elderly visitors and overestimates Auto
demand of younger visitors compared with the MAS model. This is due to underrating the side effect
of parking congestion.
Figure 14. Proportional change in Auto by age categories with elderly exemption from age 55 and over.
The left graph is the result from MAS simulation analysis. The right graph is from the conventional
equation-based analysis.
23
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Variation in the Model and Unpredictability in the Minority Game
The change in the Auto number was varied in the MAS model. Especially, the inverse trend is some-
times observed in the age class younger than 18 in Figure 14. This is evidence of the variation within
agents decision making. Each agent behaves individually, so it is not necessarily the case that two
agents make exactly the same choice when inputs and characteristics are exactly the same. The mean
value of the sum of individual decisions could be the same as the result of a system level analysis, such
as the analysis only using a discrete choice model, but a deviation is associated with the former, but not
with the latter. The stability of the result is strongly affected by sample size. The proportion of agents
in an age category below 18 years is only 0.6% or only 18 or 19 out of 3,000 agents, and the variances
are very large in this model. With the small agent size and wide variation, the result from the youngest
age category is very sensitive.
It should be emphasised again that, the reason for the wide variation is partly due to the frequency
of visits, but more importantly, it is partly because of unpredictability in the Minority Game. It is im-
possible to achieve perfect rationality in the Minority Game since this kind of rationality requires that
an agent is aware of decisions from many other agents. Due to the cognitive limitations of individuals,
this type of information is usually inaccessible in real life (Klgl & Bazzan, 2004), especially in the
case of parking congestion. This study uses sceptical rational strategies to formulate agents decision
making, and similarly, no strategy can globally be a best strategy in this dynamic situation (Thompson
& Richardson, 1998). When many agents fnd the same best strategy, the strategy is no longer the best
strategy since these agents move in the same direction and this is no longer the minority side.
In the end, these agents are making a decision, but at the same time, partly throwing a die to select
a choice at every time step. This causes a wide variety in the decision making process of agents. For
example, the previous section shows that the Auto demand by elderly visitors increases when the ex-
emption is given to them, but the change is not uniform even within the same age category. Figure 15
shows the cumulative number of Auto chosen by each elderly agent aged over 65 with the same visiting
frequency of between 2 and 5 times a year. These graphs show a cumulative sum with time, so a hori-
Figure 15. Cumulative numbers of Auto chosen by each elderly agent age over 65 without and with full
elderly exemption from age over 55, respectively from left to right graphs. Visiting frequency is the same
between the graphs, namely between 2 and 5 times a year.
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24
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
zontal line at the bottom means the agent never chooses Auto. Without an exemption, an elderly agent
goes to the Valley by Auto between 14 and 0 time by the end of a simulation run. In contrast, with an
exemption of GBP3, the range is between 17 and 1 times.
The lines are widely spread in both graphs, although these agents are in the same age and frequency
category. The number of times Auto was chosen is distributed at a lower level without a toll exemp-
tion. In contrast, more lines are distributed at a higher level with the exemption of 3. The difference
indicates that many elderly agents, who cannot afford to visit the Upper Derwent Valley by car, are
supported by the exemption. However, some other elderly agents still prefer other choices such as Bus
or Cancel. This is partially because extremely bad experiences discourage the agents from choosing
Auto and cause them to adapt. On the other hand, this could be because an internal preference assigned
with other characteristics determines alternative choices. Therefore, analysis of the agent user utility is
necessary to justify the comfort of elderly visitors.
User Utility Distribution Amongst Agents
User utilities shown in Figure 16 were calculated from the utility functions of the mixed logit model,
their units are utility. Therefore, these values are meaningful only in comparison, not in absolute terms.
In other words, the negative trends in the user utility do not mean that the agents in this category are
worse off, but only that the relative difference between the two plots provides some explanations. The
plots show the improvement of the agents' user utility after the implementation of the elderly exemption,
in the same age and frequency category.
Without the exemption, the user utility ranged between -59.01 and 4.68 with a mean of -25.45. With
the full exemption, the user utility ranged between -47.87 and 32.870 with a mean of 9.202. There are
still equity problems within the same agent category since some agents keep increasing their user util-
ity while some other agents struggle to raise their user utility. This is the nature of the Minority Game,
and could be a real phenomenon in many competitive societies.
Figure 16. Cumulative user utility of each elderly agent aged over 65 without and with full elderly ex-
emption from age over 55, respectively from left to right graphs. Visiting frequency is the same between
the graphs, namely between 2 and 5 times a year.
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Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Lastly, the cumulative utility is examined in the case of elderly exemption for those aged over 55.
As discussed before, the variances of user utility are very large at the end of the simulation, also the
user utility of agents are improved as the exemption rises in the top two elderly age categories (Figure
17). These are the expected phenomenon and the trend is similar to that of the bar graph about the
relationship between the number of Auto uses and the exemption (left graph in Figure 14), except one
important issue.
In the bar graph of the Auto number, the number chosen by the younger agents decreases as the ex-
emption increases due to the congestion in the parking areas caused by the increase in elderly drivers.
In contrast, the user utility of younger agents does not decrease much, if at all. The reason is simply the
adaptation of agents. As parking areas are congested, it is more likely that one has a bad experience and
so younger agents learn that there is not much point to in going by car in this situation. Then, younger
agents stop using Auto and switch mode to Bus or even Cancel, but older agents still try to go to the
Valley by car since the bad experience of the congestion is substituted by the exemption. For younger
agents, alternative choices are better options even though their initial motivation is Auto. Congestion
is a relatively more important factor. Because of this adaptation, the user utility of younger agents does
not decrease much. Therefore, the exemption for elderly visitors at any level as presented in this study
is a possible and suitable scheme to reduce the diffculty specifc to the elderly visitors, which can be
underestimated in the simulation model.
In addition, the overall Auto demand increases with the exemption in some cases. This means that
the exemption partially ruins the chance to reduce the congestion level in the parking areas, which is
one of the main purposes of implementing the road user charging scheme. Therefore, this fact should
also be considered when the exemption is implemented. Moreover, this study uses the exemption for
elderly visitors, but the idea could be applicable to other social groups as well.
CONCLUSION AND SUGGESTION
This simulation model produced comprehensive outcomes including mode choices, congestion levels,
the user utility, and adaptation of visitors. The study focus is mainly on concept and process. Having
0
2
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<18 >65
age category
c
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GBP0 GBP1 GBP3
Figure 17. Boxplots of agent user utility at the end of the simulation in the situations of elderly exemp-
tion from age over 55. The level of discount is none, 1, and 3. All agents have the visiting frequency
category between 2 and 5 per year.
26
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
said that, the results showed that the road user charging scheme would reduce the Auto demand in the
Upper Derwent Valley and proved that the reduction eased the congestion in the parking areas. The
reduction in Auto demand and parking congestion was effective especially when overcrowding occurred,
for example during the August Bank Holiday. Although a further study should be conducted to fnalise
the possibility of exemption for the elderly, the model showed the exemption improves the comfort of
elderly visitors without sacrifcing that of younger visitors signifcantly.
This model showed the oversimplifcation in the conventional equation-based analysis, which gave
signifcant biases when real world problems were analysed by ignoring adaptation effects. In the case of
the Upper Derwent Valley, the over simplifcation not focusing on the parking network and consequently
the concept of congestion and adaptation effects, which required the dynamic modelling of the linkages
amongst tourists. MAS models have the advantage of dynamic modelling, connecting between modules
in the model, and incorporating adaptation concepts. Therefore the MAS model simulates the situation
of the Upper Derwent Valley more realistically.
This research focused on the improvement of transport choice problems by MAS so that the deci-
sion making parts are still based on equations namely discrete choice analysis. In the future research,
as well as collecting further empirical data, it will be interesting to check how the model produces
different outcomes when these equations are replaced by rules-based logics based on further empirical
evidence and fewer assumptions. In conclusion, this project established a multi agent simulation model
to examine a road user charging scheme with the role of congestion in mind.
ACKNOWLEDGMENT
This work is based on the authors doctoral thesis at the Transport Studies Unit/Oxford University Centre
for the Environment (OUCE). His work was funded primarily by the Oxford Kobe scholarship and in part
by Light senior scholarship from St. Catherines College. The author wishes to acknowledge the priceless
support and supervision by Prof. John Preston, the data collection by Mr. Nikolaos Thomopoulos, and
fnal advise and check by Dr. Richard Taylor, Dr. Sukaina Bharwani, and Ms. Anna Taylor.
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FURTHER READINGS
General MAS Issues: Agent-Based Simulation
Aumann, C. (2007). A methodology for developing simulation models of complex systems. Ecological
Modelling, 202(3-4), 385396.
Comment: General discussion on developing complex simulation models.
Axelrod, R. (1997). The Complexity of Cooperation. Princeton, NJ: Princeton University Press.
Comment: General text book on the social simulation of MAS
Axtell, R., Axelrod R., J.M. Epstein & M.D. Cohen. (1996) Aligning Simulation Models: A Case Study
and Results, Computational and Mathematical Organization Theory, 1(2), 123-141.
Comment: Issue on comparing multiple MAS docking
Bonabeau, E. (2002). Agent-based modeling: Methods and techniques for simulating human systems.
In Proceedings of the National Academy of Sciences, 99, 72807287. National Acad Sciences.
Comment: General introductory paper on ABM.
Barreteau, O. (2003). Our companion modelling approach. Journal of Artifcial Societies and Social
Simulation, 6(2).
Comment: A new empirical modelling approach with validation in mind
Bonabeau, E., Dorigo, M., & Theraulaz, G. (1999). Swarm Intelligence: From Natural to Artifcial
Systems. Oxford, UK: Oxford University Press.
Comment: An alternative of RePast A foumous MAS/ABM platform developed at Santa Fe Institute.
The book covers some transportation.
31
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Challet, D., Marsili, M., & Zhang, Y. (2005). Minority Games. Oxford, UK: Oxford University Press.
Comment: Good introductory book about the social aspect of MAS
Epstein, J. & Axtell, R. (1996). Growing Artifcial Societies: Social Science from the Bottom Up. Brook-
ings Institution Press.
Comment: Good introductory text book on the social simulation of MAS
Gilbert, N. & Troitzsch, K. G. (1999). Simulation for the Social Scientist. Buckingham: Open University
Press.
Comment: General introductory text book about computation simulation approach.
Grimm, V., Revilla, E., Berger, U., Jeltsch, F., Mooij, W. M., Railsback, S. F., Thulke, H.-H., Weiner, J.,
Wiegand, T., & DeAngelis, D. L. (2005). Pattern-oriented modeling of agent-based complex systems:
Lessons from ecology. Science, 310(5750), 987991.
Comment: A modelling approach between theory driven and data drive approaches.
Janssen, M. A. & Ostrom, E. (2006). Empirically based, agent-based models. Ecology and Society,
11(2), 3749.
Comment: Overview on empirical studies with MAS.
Richiardi, M., Leombruni, R., Sonnessa, M., & Saam, N. (2006). A common protocol for agent-based
social simulation. Journal of Artifcial Societies and Social Simulation, 9(1).
Comment: Discussion on the standardisation of MAS approach.
Wooldridge, M. (2002). An introduction to multiagent systems. Chichester: John Wiley and Sones.
Comment: A general textbook on MAS from a viewpoint of computer science.
Comparision and Integration with Econometrics/Stochastic Approaches
Ben-Akiva, M. & Lerman, S. R. (1985). Discrete choice analysis : theory and application to travel
demand. Cambridge: MIT Press.
Comment: One of the key textbooks on discrete choice analysis.
Friedman, M. (1953). The methodology of positive economics. Essays in Positive Economics, 343.
Comment: Rational of econometric approach as a forecasting tool
Gatti, D. D., Gaffeo, E., Gallegati, M., Giulioni, G., Kirman, A., Palestrini, A., & Russo, A. (2007).
Complex dynamics and empirical evidence. Information Sciences, 177(5), 12041221.
Comment: Discussion between econometric approach and MAS
Greene, W. H. (2003). Econometric analysis. London: Prentice Hall International.
Comment: Economitrics text book, which has special focus on discrete choice analysis.
32
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Leombruni, R. & Richiardi, M. (2005). Why are economists sceptical about agent-based simulations?
Physica A: Statistical Mechanics and its Applications, 355(1), 103109.
Comment: Discussion between economic model and MAS.
McNally, M. G. (2000). The four step model. In Hensher, D. A. & Button, K. J., editors, Handbook of
Transport Modelling, chapter 3, 3552. Oxford, UK: Elsevier.
Comment: General explanation on transportation four stage models.
Oi, W. & Shuldiner, P. (1962). An Analysis of Urban Travel Demands. Evanston, IL: Northwestern
University Press.
Comment: One of the early examples of transportation four stage models.
Train, K. (2003). Discrete Choice Methods with Simulation. Cambridge: Cambridge University Press.
Comment: A text book on discrete choice modells.
Congestion and Minority Game
Adler, J. & Blue, V. (2002). A cooperative multi-agent transportation management and route guidance
system. Transportation Research Part C: Emerging Technologies, 10(5), 433454.
Comment: MAS for a congestion problem.
Fletcher, M. & Deen, S. M. (2001). Multi agent design issues in congestion management. Retrieved
August 4, 2008 from http://citeseer.ist.psu.edu/380820.html.
Comment: An interesting MAS working paper on congestion.
Jianping, S., Chunxiao, Y., & Zhaosheng, Y. (2003). Multi-agent urban expressway control system based
on generalized knowledge-based model. In Intelligent Transportation Systems, 2003. Proceedings. 2003
IEEE, 2, 17591763.
Comment: MAS for a congestion problem.
Microsimulation Model
Norris, J. (1997). Markov chains. Cambridge: Cambridge University Press.
Comment: general Markov chain theory
Arnott, R. & Rowse, J. (1999). Modeling parking. Journal of Urban Economics, 45(1), 97-124.
Comment: parking model
Hopcroft, J. E. & Ullman, J. D. (1979). Introduction to Automata Theory, Languages, and Computation.
Reading, MA: Addison Wesley.
33
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Comment: Networked queue model and cellular automata
Ben-Akiva, M. E. (2005). DynaMIT: Real Time Traffc Estimation and Prediction System. Massachusetts
Institute of Technology, Cambridge.
Comment: One of the most well-known software tools for microsimulation in transportation re-
search
Lee, K., Hui, P. M., Wang, B.-H., & Johnson, N. F. (2001). Effects of announcing global information in
a two-route traffc fow model. Journal of the Physical Society of Japan, 70(12), 3507-3510.
Comment: Cellular automata approach
Febbraro, A. D. & Sacco, N. (2004). On modelling urban transportation networks via hybrid petri nets.
Control Engineering Practice, 12(10), 1225-1239.
Comment: Microsimulation and petri net model
Validation and Verfcation
Balci, O. (1994). Validation, verifcation, and testing techniques throughout the life cycle of a simulation
study. Annals of Operations Research, 53(1), 121173.
Comment: Life cycle of validation with validation and verifcation of simulation model.
Fagiolo, G., Windrum, P., & Moneta, A. (2006). Empirical validation of agent-based models: A criti-
cal survey. note: LEM Working Paper Series, Retrieved August 4, 2008 from http://www.econ.iastate.
edu/tesfatsi/EmpValid.Fagiolo. 2006-14.pdf.
Comment: Working paper on empirical validation in MAS.
DAquino, P., Page, C. L., Bousquet, F., & Bah, A. (2003). Using self-designed role-playing games and
a multi-agent system to empower a local decision-making process for land use management: The self-
cormas experiment in senegal. Journal of Artifcial Societies and Social Simulation, 6(3).
Comment: An empirical modelling approach for MAS with validation in mind
Gilbert, N. (2004). Open problems in using agent-based models in industrial and labor dynamics. In
Leombruni, R. & Richiardi, M., editors, Industry and Labor Dynamics: the agent-based computational
approach, 401405. Sigapore: World Scientifc.
Comment: Discussion on the diffculties of empirical MAS
Leombruni, R. & Richiardi, M. (2005). Why are economists sceptical about agent-based simulations?
Physica A: Statistical Mechanics and its Applications, 355(1), 103109.
Comment: A critical review on agent-based simulation model
Oreskes, N., Shrader-Frechette, K., & Belitz, K. (1994). Verifcation, validation, and confrmation of
numerical models in the earth sciences. Science, 263(5147), 641.
34
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Comment: Discussion on validation and verifcation in empirical studies.
Richiardi, M., Leombruni, R., Sonnessa, M., & Saam, N. (2006). A common protocol for agent-based
social simulation. Journal of Artifcial Societies and Social Simulation, 9(1).
Comment: Protocol suggesting validation and verifcation of MAS
Sargent, R. G. (2004). Validation and verifcation of simulation models. In Proceedings of the 36th
conference on Winter simulation, 1728.
Comment: Validation and verifcation on simulation models especially on MAS.
Windrum, P., Fagiolo, G., & Moneta, A. (2007). Empirical validation of agent-based models: Alterna-
tives and prospects. Journal of Artifcial Societies and Social Simulation, 10(2), 8.
Comment: Discussion on empirical validation on MAS
Other General Transportation MAS Examples
Abkin, M., Bea, R., Corker, K., Gilgur, A., Jadhav, A., Lee, S., Pritchett, A., & Verma, S. (2002). Exam-
ining air transportation safety issues through agent-based simulation incorporating human performance
models. In Proceedings of The 21st Digital Avionics Systems Conference, 2, 7A51 7A513.
Comment: Transportation MAS to model the bahaviour of pilots and air traffc controllers.
Au, E., Chiu, D., Leung, H.-f., Lee, O., & Wong, M. (2005). A multi-modal agent based mobile route
advisory system for public transport network. In System Sciences, 2005. HICSS 05. Proceedings of the
38th Annual Hawaii International Conference, 92b.
Comment: MAS in route and mode choice in Hongkong.
Gjerdrum, J., Shah, N., & Papageorgiou, L. G. (2001). A combined optimization and agent-based ap-
proach to supply chain modelling and performance assessment. Production Planning and Control, 12,
8188.
Comment: An example in stochastic approach with MAS in the feld of transportation.
Kavicka, A. (2007). Simulations of transportation logistic systems utilising agent-based architecture.
International Journal of Simulation Modelling.
Comment: A MAS example on logistic system.
Laichour, H., Mandiau, R., & Maouche, S. (2001). Traffc control assistance in connection nodes: multi-
agent applications in urban transport systems. In Intelligent Data Acquisition and Advanced Computing
Systems: Technology and Applications, International Workshop on, 2001., 133137.
Comment: Transport network model with MAS.
Raney, B., Cetin, N., Vollmy, A., Vrtic, M., & Axhausen, K. (2003). An agent-based microsimulation
model of swiss travel: First results. Networks and Spatial Economics, 3(1), 2341.
35
Adaptation and Congestion in a Multi-Agent System to Analyse Empirical Traffc Problems
Comment: A large scale empirical transportation MAS.
Raney, B. & Nagel, K. (2003). Truly agent-based strategy selection for transportation simulations. In
82nd Annual Meeting of the Transportation Research Board, Washington, DC.
Comment: MAS in transportation with a modular approach.
Zeng, C.-h. & Li, Q.-s. (2004). Route selecting in the light of the theory of multimode transportation
based on multi-agent. In Systems, Man and Cybernetics, 2004 IEEE International Conference on, 4,
40234027.
Comment: MAS on mode and route choice based on transport cost and time
Zutt, J., Aronson, L., van der Krogt, R., Roos, N., & Witteveen, C. (2002). Multi-Agent Transport
Planning. In Proceedings of the Fourteenth Belgium-Netherlands Artifcial Intelligence Conference
(BNAIC02), 387394.
Comment: MAS application to transport planning.
ENDNOTES
1
http://transp-or.epf.ch/page63023.html
2
The error component model tries to capture the correlation between alternatives, which share
unravelled attributes. Therefore, the idea is similar to that of the nested logit model.
3
The positive time coeffcient can be explained by the pleasure of walking and driving (Redmond
and Mokhtarian, 2001; Mokhtarian and Salomon, 2001).
4
4.46 (non-working hour in 2002 price) / 60 minutes 1.0158 (non-work value of time growth from
2002 to 2003) =7.55 pence per minute
5
http://www.r-project.org/
6
Here the 100(1 - )% confdence interval is simply given by the /2 and 1 - /2
7
http://repast.sourceforge.net/
8
Petri net is one of the discrete event system models and applicable in this situation. In this model,
an event is in a discrete state (e.g. `On', `Off') and each event occurs at anytime (asynchronous)
without the infuence of other events (concurrency) (Peterson, 1981,Oota, 1995).
9
This gap-utility approach is similar to the regret approach in operational research (e.g. Resnik,
1987, pp. 28-30).
10
As explained in Minority Game section, the survey data shows that travellers to the valley do not
remember any trip related information older than last fve trips.
11
Each set has exactly the same setting including the seed of random number generator except for
the level of elderly exemption.
36
Chapter II
A Multi-Agent Modeling
Approach to Simulate Dynamic
Activity-Travel Patterns
Qi Han
Eindhoven University of Technology, The Netherlands
Theo Arentze
Eindhoven University of Technology, The Netherlands
Harry Timmermans
Eindhoven University of Technology, The Netherlands
Davy Janssens
Hasselt University, Belgium
Geert Wets
Hasselt University, Belgium
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Contributing to the recent interest in the dynamics of activity-travel patterns, this chapter discusses
a framework of an agent-based modeling approach focusing on the dynamic formation of (location)
choice sets. Individual travelers are represented as agents, each with their cognition of the environment,
habits, and activity-travel patterns. Agents learn through their experiences with the transport systems,
changes in the environments and from their social network. Conceptually, agents are assumed to have
an aspiration level associated with choice sets that in combination with evaluation results determine
whether the agent will start exploring or persist in habitual behavior; an activation level of each (loca-
tion) alternative that determines whether or not the alternative is included in the choice set in the next
37
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
time step, and an expected (utility) function to evaluate each (location) alternative given current beliefs.
Each of these elements is dynamic. Based on principles of reinforcement learning, Bayesian learning, and
social comparison theories, the framework specifes functions for experience-based learning, extended
and integrated with social learning.
INTRODUCTION
So-called activity-based models have rapidly gained interest in the transportation research community.
These models predicts and simulate in a coherent fashion multiple facets of activity-travel behavior
including which activities are conducted, when, where, for how long, with whom, and the transport
mode involved. To the extent that these models have been actively implemented, some type of simula-
tion is used to implement predicted activity-travel in time and space. The majority of these simulations
are based on Monte Carlo simulations; others use agents such as Albatross (Arentze and Timmermans,
2001, 2003a, 2004a) and Aurora (e.g., Joh, et al. 2006). An overview of these developments is given in
Timmermans, et al. (2002). In addition to these comprehensive models, agent-based simulations have also
been suggested for particular facets of activity-travel choice (e.g., Charypar and Nagel, 2003; Balmer,
et al. 2004; Rosetti and Liu, 2004; Hertkort and Wagner, 2005; Rindsfuser and Klgl, 2005).
Although the theoretical underpinnings of these agent-based models differ, they have in common the
assumption that individuals will choose within their choice sets the alternative they prefer, sometimes
subject to a set of constraints (Ben-Akiva and Boccara, 1995; Pellegrini, et al., 1997, Cascetta and Papola,
2001). In most of these models, however, the construction and composition of individual choice sets is
not explicitly modeled. Choice sets are typically assumed given or derived on the basis of some arbitrary
rule (Swait and Ben-Akiva, 1987; Thill and Horowitz, 1997; Swait, 2001). The delineation of choice
sets is particularly important in large-scale micro-simulation systems, which are receiving increasing
attention in activity-based travel-demand modeling and integrated land-use transportation systems.
As expected, knowing the choice set from which an alternative is selected signifcantly decreases the
complexity and may improve the performance of these large-scale systems (Shocker, et al., 1991). In
this context, the choice set refers to the set of discrete alternatives known by the individual, which is a
subset of the universal choice set that consists of all alternatives available to the decision maker. Known
means that the individual knows the attributes that are potentially relevant for evaluation under specifc
contextual conditions in the activity-travel decision-making process. Note that this defnition differs from
commonly used terminology in marketing, where a distinction is made between awareness set, evoked
set, consideration set and choice set (Timmermans and Golledge, 1990). We can refne our framework
along these lines, but that is beyond the goal of the present chapter.
As a part of the FEATHERS model (Arentze, et al., 2006; Janssens, et al., 2006), an extension and
elaboration of Aurora (Joh et al., 2006), an agent-based system which incorporates different types of
dynamics and learning discussed in Arentze and Timmermans (2003) is developed. This chapter dis-
cusses the conceptual framework that addresses one type of dynamic: the formation and dissolution of
personal choice sets, which lays the foundation for the longer-term dynamics of the FEATHERS models.
It should be stated from the outset that the discussion below mainly concerns location choice set, but
the basic mechanism can be applied as building blocks for multiple facets of activity-travel patterns,
including person choice set, mode choice set, and so on.
38
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
We assume that individuals conduct activities to satisfy specifc needs and try to organize their
activities and travel in time and space in some satisfactory way, infuenced by their cognition of the
environment. If the environment is stationary, one might assume that as a result of repeated trials some
Pareto optimum or steady state will be established: activity-travel patterns are stabilized and become
habitual. However, in reality, the space-time environment is non-stationary and individuals needs
may change as well, as a result of, for example, changes in socio-demographics. Furthermore, critical
incidents may imply that individuals are triggered to change their behavior. Under these circumstances,
the actual performance of the transport and land-use system for an individual may decrease below some
critical level the aspiration level of the individual, leading him/her to search for alternatives such that
the expectations regarding his/her activity-travel pattern can be achieved. In addition, an individuals
cognition of the environment may change as a result of new information from media, actual travel
and social contacts, which may prompt him/her to adjust the aspiration level and actively explore new
alternatives. Thus, choice set formation is conditional upon the context and dynamic in the sense that
choice sets are updated each time an individual has executed an activity-travel schedule or when new
information becomes available.
These considerations lead to the following three core parts of the proposed conceptual framework
of modeling the dynamic process: (1) an aspiration level associated with the choice set that in combina-
tion with evaluation results determines whether the individual will start exploring or persist in habitual
behavior, (2) an activation level of each location alternative that determines whether or not the alternative
is included in the choice set in the next time step and, (3) an expected (utility) function that allows an
individual to evaluate each alternative given current beliefs about the attributes of the alternative. Each
of these elements is dynamic, which allows simulating habit formation and adaptation.
In the following, we will frst identify key drivers that trigger changes in choice behaviors and
describe how they are integrated in the decision making process. To depict mechanisms that infuence
such changes, we continue with describing their functions for cognitive updating based on principles
of reinforcement and Bayesian learning. Then, we extend the system to incorporate social learning
that involves social adaptation and information transfer. After an illustration case study of dynamics in
shopping location choice sets, we complete with a conclusion and discussion for future research.
THE FRAMEWORK
The basic assumption is that an agent acts based on behavioral principles and mechanisms. (S)He holds
beliefs (knowledge) about the environment during a certain life course, has preferences and basic
needs, leading to plans, agendas and schedules. (S)He carries out those plans, agendas and schedules
in time and space. When a deviation exists between his/her expectation and aspiration an agent may
start exploring his/her environment for new alternatives. Thus, (s)he learns about the environment and
the consequences of his/her actions, in this case the choice of activity locations, and is able to adapt
to changing circumstances and improve less effective behavior. Based on experiences, an agent forms
habits, reinforces memory traces, updates beliefs about attributes of alternatives, discovers the conditions
under which certain states of the environment are more likely than others, and in so doing makes sense
of the world around him/her. Moreover, through social contacts agents exchange information and adjust
aspirations, which may trigger actions to explore new alternatives. Thus, for an agent, the composition
of the choice set for a specifc activity under certain contextual conditions is dynamic. The alternatives
39
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
within the choice set will be expanded with newly discovered alternatives and reduced with old ones
that are discarded or are no longer retrievable from memory. In this chapter, we will use location choice
set as one of the activity-travel facets to illustrate the dynamics of our modeling approach.
Basic Drivers
An aspiration level is an agents goal for the outcome of a decision (Payne et al., 1980; West and Broni-
arczyk, 1998). In theory, aspirations could be defned either at the level of choice alternatives (a bundle
of attributes) or individual attributes. We assume that it is more plausible to defne aspiration at the
level of choice attributes as it is on that level that an agent may determine goals that give direction to
exploration processes (e.g., fnd alternative stores with a lower price level rather than fnd stores that have
higher utility for my purposes). Defned for an attribute, an aspiration serves as a subjective reference
point, which determines what qualifes as a satisfactory outcome for that attribute. An aspiration level
is agent-specifc and, in case of a dynamic attribute, context-specifc. The outcome of a comparison
between aspiration and expected outcome given current knowledge provides a measure of an agents
satisfaction and willingness to explore new alternatives. A possible discrepancy between the expected
outcomes derived from the alternatives within the current choice set and the agents aspiration levels
may trigger the agent to switch from habitual behavior to a conscious choice mode.
Generally, aspiration levels are context dependent. For example, satisfaction or tolerance about the
crowdedness encountered at shopping locations may vary by day-of-the-week and shopping locations
category type. Aspiration levels can relate to both (quasi)-static attributes and dynamic attributes (which
may fuctuate as a function of the behavior of all agents in the system). Formally, we denote the set
of current aspiration values as { }
k
A A = , where ( , )
k k k
A c e = ,
1 2
( , , )
k k k Jk
e e e e = ,
k
e
1
represents
the aspiration value of the frst attribute under the k-th condition, and
1 2
( , , , )
k k k Sk
c c c c = defnes
the k-th condition as a set of states of S condition variables considered. Agents within similar social
demographic classes or belonging to the same social network may have similar aspiration levels since
they adapt their aspirations based on social comparison (as explained later).
Agents also judge what make up a satisfactory outcome, and have the ability to memorize situations
and outcomes (i.e., events). In part, this is context dependent, that is, certain contextual conditions au-
tomatically activate particular memory traces that lead to particular levels of awareness. The activation
level of a location alternative is the indicator of the strength of such a memory trace, and hence refects
the ease with which it can be retrieved from memory. As such, an activation level is associated with
each alternative in the current choice set for each specifc contextual condition, for example in case of
location choice set, defned in terms of type of activity (i.e., purpose of the trip), the previous activity
location (i.e., origin location of the trip), day-of-the-week and time-of-the-day.
By repeatedly performing certain behavior under same contextual conditions, agents develop habits.
By forming and following habits, agents can reduce mental effort involved in constantly evaluating
choice alternatives and making choices. By saving cognitive resources for the operation, habits help
agents conserve mental resources and time, and free them for other tasks. Habits have been described
as learned and scripted behaviors and are capable of being automatically activated by the contextual
conditions that normally precede the behavior. As such, the activation level of a (location) alternative
represents the degree of an agents habit of choosing that (location) alternative under certain contextual
conditions. In our framework, habitual behavior involves that agents consistently select from a choice
set the alternative with the highest activation level under the given contextual condition at the moment
40
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
a choice is to be made. In turn, we defne the choice set in a given choice situation as the (location)
alternatives that are retrievable from memory in that situation (i.e., condition). Formally, let i denote
a particular (location) alternative, ( )
t
i m
W z be the activation level of the (location) alternative i under
condition m, Q be the number of relevant condition variables,
1 2
( , , )
m m m Qm
z z z z = represents the
states of the Q condition variables under condition m, and e be a minimum activation level for memory
retrieval ability. Then, the (location) choice set is defned as:
( ) { ( ) }
t t
m i m
z i W z =
(1)
Note that, as implied by this equation, the defnition of a (location) choice set may vary between
situations. For example, the (location) choice set with the contextual condition of departure from home
might be different from the choice set with the contextual condition of departure from work.
The attractiveness of a (location) alternative is in general infuenced by values of its attributes.
Depending on the targeted objective underlying the activity, the attributes that should be evaluated
may be different. For example in case of shopping, the variety of stores is important for entertainment
and purchase purposes, while a social need requires some familiarity with the location. Furthermore,
the intention of resting attracts attention to spatial layout, while economic considerations emphasize
quality and price. Thus, the impact of a (location) alternative may be diverse, that is, the combination
of a (location) alternative and activity objectives determines the utility of a (location) alternative. More-
over, some of the attributes are (quasi)-static,
s
j
X ; while others are dynamic,
d
j
X . The (quasi)-static
attributes refect characteristics of the (location) alternative that are in short term constant, for example
in case of a shopping location, the size category, price level, parking space, and presence of stores for
certain goods in a shopping centre. We assume that an agent will learn all the (quasi)-static attributes
of a (location) alternative simply through observing them after implementing an activity with the cho-
sen alternative. This knowledge will keep constant, and only change when the physical conditions are
changed externally, for example, after a renovation of the shopping centre.
Dynamic attributes, such as crowdedness and travel time, are subjective and uncertain, and may be
dependent on contextual conditions. We assume that for each dynamic attribute,
d
j
X , the agent uses
some classifcation, denoted as
1 2
{ , , , }
d
j j j jN
X x x x = , where
1 j jN
x x represent possible states of
d
j
X ,
and specifes his/her beliefs regarding (location) alternative i based on his/her current knowledge as a
probability distribution across
d
j
X denoted as ( )
t d
i j
P X , which sums up to 1. The degree of uncertainty
is given by the degree of uniformity of ( )
t d
i j
P X . The more evenly the probabilities are spread across
possible states, the larger the uncertainty is, and vice versa. For example, consider again the crowded-
ness of a shopping location. This is a dynamic attribute of a (location) alternative, and therefore, may
involve uncertain knowledge. An agent could choose four states for crowdedness as {no, little, medium,
very}, and specifes his/her beliefs regarding each (location) alternative i as a probability distribution
across these four states.
In addition, the agent may discover that probabilities of states are conditional upon certain contex-
tual variables. For example, the agent may discover that probabilities of crowdedness of a shopping
location depend on day-of-the-week (e.g., weekday and weekend) and time-of-the-day (e.g., peak hours
and non-peak hours). Learning that some variables have an impact on outcome-states means extending
unconditional probabilities ( )
t d
i j
P X to obtain conditional probabilities ( )
t
i j
P X C , where C stands
for one or more condition variables.
41
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
A utility function allows the agent to evaluate each (location) alternative given his/her current beliefs
about the attributes of the (location) alternative and his/her preferences. Using probabilities of the types
( )
t
i j
P X C to describe the knowledge of the agent, the expected utility equation can be expressed as
below:
( ) ( )
t s d
i k i i k
EU c EU EU c = + (2)
s s s
s s s
i
j j j
EU X =

(3)
( ) ( )
d d d d d
d t
i k k
j n j n ij j n j n
EU c x P x c =

(4)
where
t
i
EU is the expected utility of (location) alternative i at time t ,
s s
s s
j j
X is the expected partial
utility of (location) alternative i for static attributes and preferences, and ( )
d d d d
t
k
j n j n ij j n
x P x c is the ex-
pected partial utility of (location) alternative i under possible states
d
j n
x with probabilities ( )
d d
t
k
ij j n
P x c
and preference
d
j n
regarding dynamic attribute
d
j with state n .
1 2
( , , , )
k k k Sk
c c c c = represents
the values of relevant condition variables under the k-th condition. Thus, expected utility takes into
account current beliefs regarding state probabilities as well as an agents preferences. Of course, static
attributes could also be dealt with as a special case of dynamic attributes where the believed state has
a probability of 1. We use a different symbol here than in case of defning activation levels to indicate
that condition states used for defning attribute belief (and aspiration) may not be the same as condition
states used for defning activation levels.
Making a Choice
In the assumed choice making process, agents go through a mental process to arrive at a choice. They
start with implementing their habitual behavior that requires least mental effort, and carry on with
conscious choice that asks for more effort only if the habitual choice is not satisfactory, until they fnd
a choice that is satisfactory. The decision making process is illustrated schematically in Figure 1. It is
explained in details in the following paragraphs.
As the aspiration levels are the standards for determining whether an outcome is acceptable, they
will try to fnd the alternative that meets the requirements within a tolerance range. The dissatisfaction
tolerance is a predefned and agent specifc parameter that refects a characteristic of the agent. A large
dissatisfaction tolerance indicates the agent strongly dislikes the mental effort involved to make bet-
ter actions and is sooner happy with the current situation. Vice versa, a small dissatisfaction tolerance
implies that on the one hand the agent is stricter in what is found acceptable, and on the other hand the
agent may have a higher propensity to explore. In general, the larger an agents dissatisfaction toler-
ance is, the higher the probability will be that the agent is satisfed with the expected performance of
the current choice set. Being satisfed with the current situation means less desire to take a risk, invest
effort, and change behavior. Thus, this is accompanied with a higher possibility of following habit. And
consequently, also that it is less likely to explore and possibly make better choices in the future.
As implied by the defnition of activation level, the alternative that has the highest activation level
in the choice set is the one that is most easily retrieved from memory and requires the smallest amount
of mental effort from an agent. In order to determine the level of satisfaction with the habitual choice,
the attributes values of the (location) alternative with the highest activation level is compared to as-
42
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
piration levels. We assume that if dissatisfaction (i.e., the difference between aspiration and expected
level) regarding at least one attribute exceeds the tolerance range, an agent will switch to another mode
of behavior and start searching consciously for better alternatives. On the other hand, if this range is
not exceeded, we assume that no active search will take place and that the agent will exhibit habitual
behavior executing the alternative that has the highest activation level.
We make a distinction between exploitation and exploration as alternative non-habitual modes of
choice making. We assume that when acting in a conscious mode, an agent will frst be engaged in
exploitation and search within the current choice set (i.e., retrieve alternatives from the memory that
have a lower awareness) for a better alternative under current conditions. With exploitation, the agent
calculates the expected utilities (using equation 2-4) of all the alternatives within the choice set given
current knowledge of the environment and under the given conditions, and compares the attributes of
the one that has the highest expected utility with aspiration levels. When for none of the attributes dis-
satisfaction exceeds the tolerance range, we assume that no active exploration of new alternatives will
happen and the agent will choose the (location) alternative that has the highest expected utility. If for
at least one attribute there is a mismatch that exceeds the dissatisfactory tolerance, the agent will start
to explore new alternatives that might solve the mismatch. We call this exploration. Thus, search for
new alternative is not random, but rather directed. The attributes causing dissatisfaction will guide the
agent in what to search for.
Exploration is a process by which new alternatives can enter the choice set. The probability of a (loca-
tion) alternative to be discovered is modeled as a function of attractiveness of the (location) alternative
regarding the attributes that are not satisfed by the alternative within the current choice set. Because
agents are uncertain in such exploring situation due to limited information, we propose to use the Gibbs
distribution/Boltzmann model (Sutton and Barto, 1998) to calculate discover probabilities across the
universal choice set of (location) alternatives and simulate outcomes of search processes:
New choice set Current Choice set
Habitual
choice
Conscious choice
Exploitation
Exploration
The one that has the
highest activation level
Aspiration
level
Maximum
exploration effort
Satisfied
N
Y, lower
N
Satisfied
N
The one that has the
highest expected utility
The one that newly
discovered
Y
Y
Experience
based
Updating
Social interaction
based
updating
Social comparison
Knowledge transfer
Activation
level
Belief
New choice set Current Choice set
Habitual
choice
Conscious choice
Exploitation
Exploration
The one that has the
highest activation level
Aspiration
level
Maximum
exploration effort
Satisfied
N
Y, lower
N
Satisfied
N
The one that has the
highest expected utility
The one that newly
discovered
Y
Y
Experience
based
Updating
Social interaction
based
updating
Social comparison
Knowledge transfer
Activation
level
Belief
Figure 1. The model scheme
43
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
'
'
exp( ( )/ )
( )
exp( ( )/ )
t
i k
k t
i k
i
V c
P i c
V c
=

(5)
where
t
i
V is a utility measure of (location) alternative i and t is a parameter refecting the availability
of information in the selection of new (location) alternatives. The larger the value of the t parameter is
the lower the available information is and, hence, the more evenly discover probabilities are distributed
across (location) alternatives, and vice versa. The parameter can be interpreted as the general (lack of)
quality of information sources available to the agent, such as social network, public and local media and
own observations during travel.
t
i
V is a utility calculated based on true values of attributes of (loca-
tion) alternatives. Note that the utility depends on the objective of the search: by including only those
attributes that are dissatisfactory with the current best (location) alternative,
t
i
V refects the focus of the
search. Moreover, a disutility of travel distance is included in the function for
t
i
V for two reasons: (1)
the longer the travel distance is, the less likely information about the (location) alternative is available
and, (2) the longer the travel distance is, the less likely the (location) alternative will be considered by
the agent because of the higher generalized travel costs.
Having defned the discover probability distribution across (location) alternatives across the universal
choice set, Monte Carlo simulation will be used to select a new (location) alternative that will be tried
and may be added to the choice set. Once tried, the new (location) alternative receives an activation
level refecting memory trace strength and is subject to the same updating and learning process as other
alternatives in the choice set as will be explained later.
In addition, an exploration effort counter is included to prevent an agent from getting trapped in
continuous and endless exploration. We assume that an agent will keep a record of how many consecu-
tive times it already tried exploring a new (location) alternative under the same contextual conditions.
Every time a choice is made through exploration, it will add 1 unit of exploration effort. A habitual
choice or an exploitation choice will break the chain of incrementing the score and restore it back to 0.
We assume that when the exploration effort involved in search for a better alternative is built up and
exceeds a predefned maximum, instead of continuing exploring, the agent will avoid further frustration
by lowering the aspiration level (realizing that the current aspiration level is not realistic). The maximum
exploration effort is another predefned and agent specifc parameter that refects a characteristic of the
agent. A large maximum exploration effort indicates a higher willingness to spend effort to explore
new alternative under the same contextual condition. It is accompanied with the possibility of a choice
set including more alternatives.
Therefore, in the choice process, before engaging in exploration, the agent will check whether the
accumulated exploration effort exceeds this maximum. If this maximum is not exceeded, the agent will
continue exploring provided that no satisfactory alternative is found. When it is exceeded, the agent
will replace the current aspiration levels with the attributes levels of the alternative that currently has
the highest expected utility, to assure a relatively optimal outcome and maintain relatively high aspira-
tion levels for future choices. As a consequence of choosing it, the activation level of this alternative
will be increased.
As a consequence of the above mechanisms, an agent arrives at a selection of a single (location)
alternative each time an activity is to be carried out. Depending on aspiration levels and evaluation re-
sult, this alternative could be the one that has the highest activation level (habitual choice), the one that
has the highest expected utility (conscious exploitation choice), or the one that was newly discovered
(conscious exploration choice).
44
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
Experience-Based Learning
Central to our dynamic process is the notion that choices are contingent upon the outcome of previous
choices. By repeatedly making decisions, an agent acquires knowledge (and learns) about the environ-
ment and thereby forms expectations about attributes of the environment. It should be noted that ad-
aptation and learning processes involve two operations. One concerns updating an agents perception
of the environment. Through repeated experience, agents will update their expectation of attributes
of (location) alternatives (and routes), which are considered relevant for making choices, and discover
conditions having an infuence on outcomes. The other operation concerns the formation of habits to
avoid the needless repetition of effortful memory retrieval and evaluation tasks. In this section, we will
consider these two processes in turn, starting with habit formation.
A mechanism similar to reinforcement learning will be used for updating activation levels to simulate
memory operation process. In line with evidence in cognitive psychology (Anderson, 1983), the basic
assumptions are that an alternative that has higher utility stays longer in memory, and that memory is
reinforced when an alternative is chosen and memory decays if it is not chosen. Every time a (location)
alternative is chosen, the activation level of that (location) alternative will be incremented to simulate
the strengthening of a memory trace. The reinforcement rate is an increasing function of the experi-
enced utility of the chosen (location) alternative, which in turn is a function of its attributes. Limited
memory retention capacity is simulated in the system by a parameter that determines rate of decay over
time. If one alternative has not been chosen for some time, its activation level will decrease. When its
activation level drops below some predefned minimum, it will be removed from the current choice set
to refect the limited human ability of memory retrieval. The minimum activation level indicates an
agents memory space. With a higher minimum activation level, an agent needs a strong memory trace
to remember the alternative and is more easily forgetting things or discarding its memory, which may
leads to more exploring. When the minimum activation level is extremely high, the choice set may not
contain any alternatives, since none of the alternative meets the requirement. In such case, the agent
tends to explore new alternatives every time a choice has to be made.
Formally, the strength of a memory trace of a particular activity (location) alternative i in the choice
set is modeled as follows:
(6)
1
( ) ( ) 1
( )
( )
t t t
t i m i m i
i m
t
i m
W z U z if I
W z
W z otherwise
+
+ =
=

where ) (
m
t
i
z W is the strength of the memory trace (awareness) of location i at time t under a confgura-
tion of conditions
m
z and 1
t
i
I = , if the (location) alternative was chosen at time t, and 0
t
i
I = , other-
wise, 0 1 is a parameter representing a recency weight, which is relevant only when the location is
chosen; and 0 1 is a parameter representing the retention rate. ) (
m
t
i
z U is the experienced utility
attributed to (location) alternative i that is calculated based on experienced states of the attributes of
(location) alternative i, including both (quasi)-static and dynamic variables. The calculation (based on
a utility function similar to the one represented by equation (2-4)) uses observed states of the dynamic
attributes, such as crowdedness and travel time. Thus, at each time step the memory strength is rein-
forced or decays depending on whether the location alternative has been chosen in the last time step.
The coeffcients and determine the size of reinforcement and memory retention respectively and
are parameters of the system. Based on the current value of memory strength, the system determines
45
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
whether or not the location alternative is included in the choice set in the next time step based on the
simple rule as described in equation (1), stating that it is included if it exceeds the minimum activation
level and is not included, otherwise.
We assume that agents make personal observations and update their beliefs of their environment based
on these observations in order to be able to make better predictions about what can be expected in the
next time step. Each time a (location) alternative is chosen when an activity is implemented, the agent
updates beliefs ( )
t
i j
P X C , where C is the condition or, if multiple condition variables are involved, the
condition confguration experienced. Learning implies two processes: conditional learning and condition
learning. The frst process involves incrementally updating the conditional belief distributions across
the possible states for each observed attribute of the (location) alternative after experiencing the actual
states. The second process is aimed at discovering the conditions that have an infuence on the likelihood
of states of the system. Thus, the second process determines the form of the conditional probabilities
that are kept up to date through the frst process. This is done by periodically reconsidering splitting
or merging condition states based on condition variables to update a tree structure that better predicts
states based on observed outcomes. In the feld of Bayesian perception updating, the two processes are
generally known as parameter and structural learning respectively.
We will adopt the approach proposed in Arentze and Timmermans (2004b). In their approach, a
method of parameter learning is used that is derived from Bayesian principles. Moreover, for structural
learning, the proposed approach assumes a process of incrementally splitting and merging conditions
based on events experienced in the past and stored in memory using some split criterion (Arentze and
Timmermans, 2003b). In specifc, the problem can be defned as a well-known problem considered by
decision tree induction methods, namely as the problem of fnding the most effcient way of splitting a
set of known observations on predictor variables into partitions
k
c that are as homogeneous as possible
in terms of a response variable. For example in case of estimating the crowdedness of a location, the
state of crowdedness is the response variable and time-of-the-day and day-of-the week serve as predic-
tor variables. Then, the problem is to split the sample of observations on the condition variables such
that observations within partitions are as homogeneous as possible in terms of crowdedness. Different
criteria for fnding the best splits, such as Chi-square or expected information gain can be used for this
problem. Condition variables that are not signifcant in the current time step may become so at some
next moment in time when more observations have been stored. Therefore, splitting and merging opera-
tions are periodically reconsidered. The result of a structural learning step, generally, is that subsequent
parameter learning is based on a new belief structure. The new conditional probabilities can be derived
from the event base in a straightforward way.
Social Learning
Agents are not isolated from each other, but participate in social networks. Participation in social networks
may lead to adaptation of aspirations and diffusion of knowledge, which in turn may trigger changes in
activity-travel choice behavior. Modeling the dynamic formation of social relationship between agents
is beyond the scope of this chapter. (For a possible model of these processes, see Arentze and Timmer-
mans, 2006.) In this section, we consider social links in agents social network as given and focus on
the impacts of social interactions on agents aspiration levels and knowledge about activity (location)
alternatives, and consequent dynamics in activity-travel patterns.
46
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
According to social comparison theory, people often obtain information about their performance
by comparing themselves to others (Festinger, 1954). Social comparison theory posits that people are
generally motivated to evaluate their opinions and abilities and that one way to satisfy this need for
self-evaluation is to compare themselves to others. Information gathered from these social comparisons
can then be used to provide insights into ones capacities and limitations, which may motivate them to
achieve higher goals since people are motivated to maintain or increase positive self-evaluation.
Following this theory, we assume that when two agents P
1
and P
2
meet, agent P
1
will evaluate and
update its aspiration levels based on the best performances of agent P
2
, if P
2
belongs to the reference
group of P
1
. More specifcally, for each contextual condition of which agent P
1
has defned aspiration
levels, P
1
will ask P
2
s best performance. Agent P
2
will provide as feedback the attribute information of
the alternative that has the highest expected utility within its choice set under the corresponding condi-
tions, since this alternative refects its highest possible achievement given its current knowledge.
After receiving the information from agent P
2
, agent P
1
frst makes a decision on whether or not it will
change its aspiration levels. For this, P
1
compares the expected utility that is calculated using attributes
values from agent P
2
s answer and its own preferences with the expected utility that is derived from
its current aspiration levels. We assume that only if a positive discrepancy between the two expected
utilities exist which exceeds the social deviation tolerance,
1
P
, of P
1
(i.e., U(P
2
) U(P
1
) >
P
1
), then P
1

is willing to update its aspiration levels, and we say the agent is in an updating mode. If the discrepancy
is not positive or the social deviation tolerance is not exceeded, we assume that no adjustment will take
place implying that P
1
will leave its aspiration levels unchanged. Since the social deviation tolerance
of comparing aspiration is used in turning the switch on upgrading aspiration levels, a higher social
deviation tolerance indicates that an agent is more easily satisfed with its own current situation, despite
the relative lower performance and the consequent position in the social network. As such, it may lead
to a higher possibility of following habit, not socially adapting to higher references and investing effort
to fnd better choices. A lower social deviation tolerance implies that an agent sets higher standards in
what is found acceptable in social comparison, and probably has higher propensity in keeping in phase
with the social network. It may lead to more adjustment, not only upgrading aspiration levels, but also
more exploration because alternatives within the current choice set may not satisfy adapted aspiration
levels.
We assume that when in an updating mode, P
1
will upgrade the aspiration levels on those attributes
on which the alternative conveyed by P
2
has the better value. Note that, updating aspiration levels may
lead to a switch from a habitual to a conscious choice mode, which in turn may lead to exploration of
new alternatives and, hence, adaptation of the agents choice set.
Besides social comparison, when two agents P
1
and P
2
meet, P
1
will also update its knowledge by
integrating the new information provided by P
2
. In the system, P
2
presents a list of all the (location)
alternatives it knows to P
1
. After receiving the list from P
2
, P
1
checks the list with its knowledge to fnd
out if the list of P
2
includes alternatives that are new to him. Each (location) alternative that is unknown
to P
1
activates P
2
to provide further information about the attributes of the (location) alternative. Then,
P
1
checks whether there are constraints (e.g., opening times, travel time) that limit the use of the new
alternative, and add the new known alternative to context dependent choice sets, if any, for which the
new alternative is appropriate. When added to a choice set, the new alternative is specifed according
to the attribute information conveyed by P
2
and an activation level is initialized based on the informa-
tion acceptance of P
1
regarding P
2
s information,
1 2 P P
w

, and P
2
s knowledge. A higher acceptance
indicates that an agent is more inclined to view others information as valid and assigns a higher initial
47
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
activation level when added to its knowledge pool. This is accompanied with a higher possibility of not
following habit. Once added, the new location is subject to the same selecting, updating and learning
processes as other alternatives within the choice set. Consequently, a higher initial activation level of
the newly added one implies longer time it needed to discard from the choice set even if it is not selected
for some time and performs poorly in current situations.
In sum, social contacts provoke social learning that not only provides stimuli for adjusting aspira-
tions to form partially common aspiration that may trigger changes in terms of exploring, but also for
exchanging information in terms of adding new (location) alternatives to existing choice sets to form
mutual choice sets. The properties of dyad relationships within social networks will infuence dynam-
ics of aspiration adaptation and knowledge diffusion. The agents that interact with each other within
same network tend to have similar aspiration and maybe similar choice sets as the emerging results of
the above mechanism.
ILLUSTRATION
To examine the behavior of the model, a series of numerical simulation were conducted. To reveal the
separate impact of the various components contributing to the dynamics of the activity-travel patterns, a
series of scenarios were set up starting with basic conditions and incrementally adding complexity. Due
to space limitations and given the focus of the present chapter, this section presents only one simulation
case study a location choice of a shopping activity, which reveals some general dynamic properties
of the proposed system.
Simulation Settings
The simulation considers an study area of 100 by 100 cells of 100 meter by 100 meter in size. There are
12 shopping locations including 6 small, 4 medium and 2 big shopping centers. The locations of these
shopping centers are predefned across the study area. There are 6 agents with their residential location
and work location pre-defned respectively. These locations are also possible origins of the agent for a
shopping trip. The input schedules for the 6 agents are arbitrary generated with only one shopping activ-
ity a day for 72 days in total. A 2
3
full factorial design was used to generate 8 context condition profles.
The factors were: (1) day of the week (weekday or weekend), (2) time of the day (rush hour or non-rush
hour), and (3) the origin of the trip (from home or from work). Schedules are constructed so that each
profle occurred only once in every 8 days. Six static attributes of the shopping centre are included: (1)
the size of the shopping centre (big, medium, or small), (2) store for the daily goods present (yes or no),
(3) store for semi-durable goods present (yes or no), (4) store for durable goods present (yes or no), (5)
price level (high, middle or low), and (6) parking space (yes or no). These attributes defne the charac-
teristics of each shopping centre. Only one dynamic attribute crowdedness is included with four states
as {No, Little, Medium, Very}. Travel time is calculated by physical distance at this simulation. The
initial knowledge of each agent is based on a pre-period outcome using the same model starting with
not knowing any of the locations and the highest aspiration level for each agent for every attribute.
The results reported here are the average results across 100 simulation runs. A simulation run
considers a time period of 72 days. On each day, each agent considers choosing a location for its shop-
ping activity. Dependent on its schedule, the agent checks out the alternatives in its context dependent
48
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
choice set. Note that the choice set with the contextual condition of departure from home might be
different from the choice set with the contextual condition of departure from work. The same applies
to the rest of contextual conditions used to defne the activation level. Based on its aspiration level of
the day, the agent goes through a decision process as described in the framework section to arrive at a
choice. Before going to the next day, the agent updates its knowledge, in particular, activation level and
beliefs about the state of the environment. In reported results, the structure learning part is left out of
consideration, and only parameter learning is considered. For every agent, the basic setting is: (1) the
minimum activation level e =0.03, the parameter for updating activation levels =0.99 and =0.2
(2) the maximum exploration effort is 3 units, (3) the aspiration dissatisfaction tolerance =1 and the
parameter of availability of information t = 1. Before the new day starts, the agent checks whether there
is a scheduled social contact. When a social contact is scheduled, an agent randomly picks an encounter
from the remaining 5 agents (of its network) and a one-way directed contact occurs, meaning that a
situation may happen where agent P
2
has infuence on agent P
1
since P
1
picks out agent P
2
, while agent
P
1
has no infuence on agent P
2
if P
2
does not select P
1
according to its schedule. In reported results, a
social contact is scheduled on an 8-day interval, since this is the minimum number of days to have a
complete updated experiences given one activity a day and 8 predefned context condition profles. In
order to reveal clear infuences of different types of social contact, comparing aspiration and exchang-
ing information are taken place in turn. The social deviation tolerance is =0.06, while the acceptance
of others information is w =0.16.
Results
Figure 2 shows the general results of the basic case regarding each agent on 3 indicators: 1) average
expected utility of the choice-set, 2) choice-set size and, 3) renewal rate (for the specifc contextual con-
dition that a decision is made). As expected, the expected utility of each agents the choice set slightly
increases across 72 days as a result of learning. The size of the choice set is not fxed, but shows a
tendency to frst decreases a bit and then to increase across agents on a 16-day interval. The range in
the size is reasonable with an average around 2 for each agent. The waving curve showing the renewal
rate explores the dynamics of the choice sets as the newly discovered alternative enters the choice set,
and the ones not choosing for a long time are discarded. As it turns out, the size of the set as well as the
renewal rate is bigger right after social contacts take place especially after exchanging information. It is
in line with what we would expect that social learning brings about more dynamics to the choice set.
Even under the very basic conditions considered here, the emerging patterns in the behavior of the
multi-agent system (in this case 6 agents) are already quite complex. On average among 72 choice oc-
casions there are 47.08 habitual choices, 5.73 exploitation choices, and 19.19 exploration choices. As it
turns out, the expected utility of habitual choices is not the highest among all the choice modes with an
average value of 0.182; the expected utility of exploitation choices is the highest with an average value of
0.195. The expected utility of exploration choices is the lowest on average with a value of 0.096, because
of the limited information in the search for new location alternatives. As it shows, the model is capable
of incorporating social learning in addition to distinguishing habitual choice, exploitation choice and
exploration choice. The frequency of social interaction will infuence the social learning, as the differ-
ences may depend on the speed with which new experiences build up or old experiences decay, especially
in the case of information exchange where differences are important. Thus, it provides a modeling ap-
proach for simulating habit formation and social adaptation under uncertainty. After a series simulation
49
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
of various scenarios, the patterns of choice mode frequency, expected utility of different choice modes,
size of the choice sets and renewal rate of the choice sets, average expected utility of choices and choice
sets appear to respond in relatively unique ways to proposed parameters of the model.
Ex pected Utility (agent)
0
0.1
0.2
0.3
0 7 14 21 28 35 42 49 56 63 70
Days
E
x
p
e
c
t
e
d

U
t
i
l
i
t
y
ID-1
ID-2
ID-3
ID-4
ID-5
ID-6
Choice s et s iz e (agent)
0.5
1.5
2.5
3.5
4.5
5.5
0 7 14 21 28 35 42 49 56 63 70
Days
N
u
m
b
e
r

o
f

a
l
t
e
r
n
a
t
i
v
e
s
ID-1
ID-2
ID-3
ID-4
ID-5
ID-6
Renewal rate effect (agent)
-0.05
0
0.05
0.1
0.15
0.2
0.25
0.3
0.35
0 8 16 24 32 40 48 56 64 72
days
n
u
m
b
e
r

o
f

a
l
t
e
r
n
a
t
i
v
e
ID-1
ID-2
ID-3
ID-4
ID-5
ID-6
Figure 2. The simulation results
50
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
CONCLUSION
This chapter has outlined the conceptual framework that will be used as a building block to model the
dynamic process of agents activity (location) choice in a large scale micro-simulation system. The
framework considered the dynamic formation of the choice sets with the focus of location choice. It
integrates cognitive learning and social learning. In the proposed approach, cognitive learning focuses
on updating beliefs about a non-stationary environment that will impact the expected utility of alterna-
tives and habit formation, while social learning emphasizes on deriving and updating aspirations that
may trigger re-evaluating currently known alternatives (exploitation) or searching for new alternatives
(exploration). As such, it provides a multi-agent modeling approach for predicting habitual choice,
exploitation choice and exploration choice in activity-travel behavior as a function of discrepancies
between dynamic, context-dependent aspirations and context-dependent expected utilities. A case
study of shopping location choice is illustrated in this chapter. A similar framework can also be used
for modeling other choice facets and learning behavior in activity-travel choices.
Our approach is scalable in the sense that it is applicable to study areas of large size (e.g., region wide).
As expected, knowing the awareness set from which a choice is made may provide a parsimonious way
in large scale micro-simulation in the areas of activity-based travel-demand modeling and integrated
land-use transportation systems. Some applications are straightforward. For example, conditions can
be simulated under which learning leads to habitual behavior as well as what happens when moving
to a new city. Likewise, the optimal location of a new shopping centre can be simulated. Also, spatial
effects of the new shopping centre opening can be observed.
FUTURE RESEARCH DIRECTIONS
Attention should be paid to defne the appropriate contextual conditions. Both aspiration and activation
are context-dependent, but the condition states used for defning them may be different. As the departure
location is an important contextual condition for defning activation and activity location choice sets, it
may not be the same in case of defning aspiration. When it is used for other choice facets, the contextual
conditions that defne a choice set or aspiration needed additional attention to specify.
An activity-travel pattern is a complex product of decision making, including which activities are
conducted, when, where, for how long, with whom, and the transport mode involved. If we take multiple
facets of activity-travel behavior as a sequential choice making process, the contextual condition that
defnes the choice set (and aspiration) for the next choice facet could include previous decisions of the
facets that already considered. By allowing iterative loop, the interdependences between these choice
facets could be modeled. As such, the human reasoning process refects well in the dynamic cognitions
aspiration, activation and beliefs that are conditional upon context conditions and subject to cognitive
and social learning.
We assume that dynamics in behavior come about when a discrepancy between aspiration and ex-
pected utilities given current knowledge beyond some tolerance. It will trigger agents to explore new
alternatives, which in turn may lead to changes in other facets of the activity-travel behavior. Many
factors may cause such discrepancies: the travel environment may change; agent needs may change, etc.
Waerden, et al., (2003) identifed two important factors. One is critical incidents, unexpected events such
51
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
as accidents or unexpected long delays which may cause agents to reconsider their habitual behavior. In
addition, lifecycle or life trajectory events, such as the birth of a child, change of job, etc.
The proposed approach is well capable of dealing with changes of uncertain environment. In the later
case, the discrepancy is increased because the set of conditions infuencing satisfactory activity-travel
choice has (dramatically) changed. We assume that an agent is likely to reconsider its current choices
after the occurrence of a lifecycle event. Exploration for new alternative for one facet of the activity-
travel pattern in long-term could be caused by dissatisfaction about current possible alternatives for
the other facet. For example, because the resident and work location constraints the alternative travel
mode, the agent may decide to move house. This reconsideration process can be properly modeled with
an extension of the current system.
The current system already has information about conditions that trigger exploration and lowering
aspiration (realize it is not realistic). The accumulated stress or incidents of lowering aspirations may
increase ones need to make drastic changes, including changes in resources such as car availability
(obtaining driving license or buying a new car), availability of public transport pass, or household income
that may relax the constrains and increase the prospect of exploring new alternatives to add to current
choice sets. As such changes may not solve the problem, more dramatic changes might be considered,
such as changes in residential location, changes in work or study location that used as the contextual
condition in defning choice sets and aspiration. Change in household composition could be modeled
as external impact that changes constrains of the agent and its need, which will have the consequence
of defning contextual conditions both for activation and aspiration.
A series of numerical simulation has been performed to assess the face validity of the system. It shows
that the emerging patterns of choice behavior appear to response in relative unique ways for proposed
parameters. It provides us not only avenues for improvement but also direction for the next steps in data
collection and parameter calibration. Ideally, one would need continuous panel data covering a long
period of time. However, for many reasons, such large scale panel data seems unrealistic. Alternatively,
we argue that interactive computer experiments can be used successfully to capture some mechanisms
underlying the dynamics. Moreover, when we consider single-day observations are nothing but one day
realizations or manifestations of underlying dynamic processes, empirical cross section data or longi-
tudinal data will be useful. We could adapt Bayesian principle or likelihood optimization method for
parameter calibration, in an attempt to optimize the prediction to be closer to observation indicators in
terms of the choice mode frequency, expected utility of different choice modes, size of the choice sets
and renewal rate of the choice sets.
Some refnements of the system are also worth mentioning. Among many channels of social infu-
ence, we integrated only the infuence from the social network. The information acceptance of others
knowledge and the social deviation tolerance are pre-defned parameters in the current system. They can
be extended into an expression of social relations and similarities between the two contacting agents.
There are of course other mediates that could provide information and may have an impact on behavior,
such as internet, TV, radio, etc.
In the current system, actions that produced positive rewards are reinforced and have a higher prob-
ability of being repeated in future choice occasions under similar conditions, while actions with negative
outcome have a tendency to be ignored. In social contact, positive experiences are exchanged and have
a higher probability of being adopted by others. It will also be interesting to see negative experience
tend to be void, being exchanged and keeping out of choice sets.
52
A Multi-Agent Modeling Approach to Simulate Dynamic Activity-Travel Patterns
Although the emerging result of a good alternative spreading among agents through network refects
the properties similar to the regeneration effect of genetic algorithm in evolution, it still needs theoretic
prove. As one of the properties of social network the convergence of aspiration and knowledge and
its impact on the activity-travel pattern as a whole need further investigation, especially whether the
knowledge diffusion follows an S-shape as various literature reviewed.
The proposed system simulates the long-term dynamic aspect of activity-travel patterns, primarily
habit formation and adaptation. The result of these behavior mechanisms are the evolution of choice-sets
and choice patterns, refecting emergent behavior in relation with non-stationary environment. It could
be integrated with other activity generation & (re)scheduling approaches, such as need based theory or
S-shape utility function, to comprehensively describe activity-travel patterns and uncertainties.
Modeling dynamics offers better understanding that behavior is context and situation dependent, but
increases complexity, not only conceptually but also in model estimation, interpretation, application and
data collection and hence puts forward major challenges. We hope to stimulate further research along
this line to provide more insights into the direct and indirect effects of particular policy scenarios on
future activity-travel patterns and their diverging on various segments of the population.
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57
Chapter III
MATSim-T:
Architecture and Simulation Times
Michael Balmer
IVT, ETH Zrich, Switzerland
Marcel Rieser
VSP, TU Berlin, Germany
Konrad Meister
IVT, ETH Zrich, Switzerland
David Charypar
IVT, ETH Zrich, Switzerland
Nicolas Lefebvre
IVT, ETH Zrich, Switzerland
Kai Nagel
VSP, TU Berlin, Germany
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Micro-simulations for transport planning are becoming increasingly important in traffc simulation,
traffc analysis, and traffc forecasting. In the last decades the shift from using typically aggregated
data to more detailed, individual based, complex data (e.g. GPS tracking) and the continuously grow-
ing computer performance on fxed price level leads to the possibility of using microscopic models for
large scale planning regions. This chapter presents such a micro-simulation. The work is part of the
research project MATSim (Multi Agent Transport Simulation, http://matsim.org). In the chapter here the
focus lies on design and implementation issues as well as on computational performance of different
parts of the system. Based on a study of Swiss daily traffc ca. 2.3 million individuals using motorized
58
MATSim-T
individual transport producing about 7.1 million trips, assigned to a Swiss network model with about
60,000 links, simulated and optimized completely time-dynamic for a complete workday it is shown
that the system is able to generate those traffc patterns in about 36 hours computation time.
1. INTRODUCTION
By tradition, transport planning simulation models tend to be macroscopic or mesoscopic (e.g. de Palma
& Marchal, 2002; PTV, 2008). Reasons for this are access to aggregated data only (e.g. traffc counts,
commuter matrices, etc.) and limitations in computational hardware to calculate and store detailed com-
putations. These limitations have changed in the last few decades. Performance of computer hardware
has been continually growingand still growswhile the cost of machines stays fxed. For transport
planning, the relevant developments in computer hardware are:
The capacities of fast random access memory (RAM) have increased dramatically.
Multi processor hardware allows one to perform parallel computation without using (maintenance
intensive) computer clusters.
Shared memory architectures allow fast on-demand access to the physical memory for an arbitrary
amount of processes.
In the same manner, the available data used in transport planning are getting more detailed and
complex. Good examples for that are person diary surveys (e.g. Hanson & Burnett, 1982; Axhausen
et al, 2002; Schnfelder et al, 2002), and analysis of individual transport behavior based on GPS data
(e.g. Wolf et al, 2004).
Therefore, the demands made to transport planning software are getting more complex, too. Mi-
cro-simulation is becoming increasingly important in traffc simulation, traffc analysis, and traffc
forecasting. Some advantages over conventional models are:
Computational savings when compared to the calculation and storage of large multidimensional
probability arrays necessary in other methods.
Larger range of output options, from overall statistics to information about each synthetic traveler
in the simulation.
Explicit modeling of the individuals' decision-making processes.
The last point is important since it is not a vehicle that produces traffc; it is the person that drives
the vehicle. Persons do not just produce traffc; instead they try to manage their day (week, life) in a
satisfying way. They go to work to earn money, they go hiking for their health and pleasure, they visit
their relatives for pleasure or because they feel obliged to do so, they shop to cook a nice dinner at home,
and so on. Since not all of this can be done at the same location, they travel, which produces traffc. To
plan an effcient day, many decisions have to be made by each person. They decide where to perform
activities, which mode to choose to get from one location to another, in which order and at which time
activities should be performed, with whom to perform certain activities, and so on. Some decisions
are made hours (days, months) in advance while others are made spontaneously as reactions to specifc
59
MATSim-T
circumstances. Furthermore, many decisions induce other decisions. Therefore, it is important to model
the complete time horizon of the decision makers.
Transport simulation models should be able to implement (at least part of) such an individual decision
horizon and assign the outcome to a traffc model, since it is the complete daily schedules (and the deci-
sions behind that) that produce traffc. This chapter presents such a micro-simulation, called MATSim-T
(Multi Agent Transport Simulation Toolkit), implemented as a Java application, usable on any operating
system. The work is part of the research project MATSim (http://matsim.org). In the chapter here the
focus lies on design and implementation issues as well as on computational performance of different
parts of the system. On the basis of integrated (daily) individual demand optimization in MATSim-T, the
system is extended such that it provides fexible handling of a large variety of input data; extensibility
of models and algorithms; a simple interface for new models and algorithms; (dis)aggregation for dif-
ferent spatial resolutions; robust interfaces to third party models, programs, and frameworks; unlimited
number of individuals; and an easily usable interface to handle new input data elements.
This chapter lays the focus on the modules. It analyzes how specifc modules affect the functionality
of the toolkit as well as how they affect the overall computational speed of the complete system. The
chapter starts with an overview of MATSim-T and related work (Sec. 2). This is followed by sections
about the modules of the iterative part of MATSim-T: the traffc fow simulation (Sec. 3), the scoring and
plans selection modules (Sec. 4), the re-planning (Sec. 5), and fnally a comprehensive view at the whole
iterative process (Sec. 6). Sec. 7 sketches the computational demand of the initial demand generation.
Although that process runs at the beginning of the study, some aspects of it are easier to explain after
the iterative part of MATSim is laid out. The chapter closes with an overview of the current develop-
ment processes which will enhance the system in size, speed and functionality.
2. OVERVIEW
2.1 MATSim-T
The term multi agent micro-simulation is used with different meanings in transport research. Often,
the word microscopic is used to describe a car following model (e.g. Wiedemann, 1974) that is
also used in some commercial products (e.g. VISSIM: PTV, 2008). In MATSim, the term is used to
describe that each modeled person contains its completely individual settings. Each person is modeled
as an agent, and the sum of all agents should refect the statistically representative demographics of the
region. The demand is modeled and optimized individually for each agentnot only for some parts of
the demand like departure-time and route choice, but as a complete temporal dynamic description of
the daily demand of each agent.
The demand of an agent is called a plan in MATSim. Figure 1 shows an example of one agents daily
plan, written in XML (W3C, 2008). This structure stays the same during all modeling and simulation
of the demand. In particular, the assignment of the traffc demand does not only take single trips into
account, but the complete daily plansincluding the activitiesare executed. Thus the term micro-
simulation relates to the microscopic (individual) demand of each person in the scenario.
To produce individual plans for each agent with MATSim as shown in Figure 1 it is necessary to
provide the user interfaces such that he/she is able to generalize and fuse the data available for the
region of interest, so that a general dataset of the infrastructure, the population, and the demand can
60
MATSim-T
be created. To structure the process of demand creation/optimization, MATSim-T can be split up into
four parts as shown in Figure 2:
Scenario creation process
Initial individual demand modeling process
Iterative demand optimization process (including demand execution, scoring, and replanning)
Post-process analysis
Since MATSim-T is a modular approach, all parts shown in Figure 1 (FUSION, IIDM, EXEC,
SCORING and REPLANNING) are given as interfaces such that users are able to plug in their own
modules.
The frst two processes rely on the available data of the region of interest. Since the quality, quantity,
and resolution of data can vary a lot from one scenario to another, the scenario creation and the initial
<plans name=example plans fle>
. . .
<per son i d=393241 sex=f age=27 l i cense=yes car _avai l =al ways
employed=yes>

<travelcard type=regional-abo />

<plan>

<act type=home link=58 start_time=00:00 dur=07:00 end_time=07:00 />

<leg mode=car dept_time=07:00 trav_time=00:25 arr_time=07:25>

<route>1932 1933 1934 1947</route>

</leg>

<act type=work link=844 start_time=07:25 dur=09:00 end_time=16:25/>

<leg mode=car dept_time=16:25 trav_time=00:14 arr_time=16:39>

<route>1934 1933</route>

</leg>

<act type=home link=58 start_time=16:39 dur=07:21 end_time=24:00 />

</plan>
</person>
. . .
</plans>
Figure 1. Description of the demand of a synthetic person (including demographic data) for a complete
day. The agent with ID 393241 plans to leave homelocated on link 58to travel to his work place. He
uses a route leading along 4 nodes (5 links) with an expected travel time of 25 minutes. The agent stays
at work for 9 hours, then travels back home with an expected travel time of 14 minutes. The demand
does not only describe single parts of the day, but the complete sequence for agent 393241 continually
in time (Source: Balmer, 2007)
61
MATSim-T
demand modeling process steps can vary as well. MATSim-T therefore provides in its core only the
resulting data representation of the infrastructure (network and facilities) and the population including
each persons individual demand, plus parsers and writers for the XML data representation.
To clarify the functionality of a FUSION or IIDM module, here is an example: Let us assume that
land-use information about the region of interest is given based on the resolution of municipalities, and
that the number of work places is given for each municipality. The user implements a MATSim-FUSION
module that parses this information and creates one facility (including the number of workplaces) per
municipality. This gives a rough approximation of the existing work facilities and work places in the
region. Let us now assume that at a later stage of the project the user has access to detailed buildings
data including work facilities. The system allows one to add another module that replaces the already
created work facilities with the new information and distributes the number of work places to the more
realistic work facilities of that region.
While the resulting facilities of both situations are suitable for MATSim-T to start the third step of
the overall process (demand optimization; Figure 2), the second version of the facilities delivers more
detailed results. Even though the two described modules are implemented for a specifc scenario, they
can be part of the MATSim toolkit and therefore, another user with the same needs is able to reuse the
modules for his/her own scenario.
The post-process analysis part of MATSim-T (fourth part of Figure 2) works in the same way, with the
difference that now the input data follows MATSim standards (MATSim XML formats of the network,
facilities, population and demand) and therefore is useable for any given scenario.
Figure 2. Process structure of MATSim-T
62
MATSim-T
The iterative demand optimization process (third part of Figure 2) is, in a way, the core of MATSim-
T. While all other steps are run once in a sequential order defned by the user, part three optimizes
the demand for each individual synthetic traveler in the scenario such that they respect the constraints
(network, facilities) of the scenario and the interaction with all the other actors of that region.
Usually, a method of relaxation is used to fnd an equilibrium state. For route choice the Wardrop
equilibrium (Wardrop, 1952) describes such a relaxed state. But importantly, not only the routes are
optimized in MATSim-T. Instead, the complete daily planincluding routes, times, locations, sequence
of activities, activity types, and so onof each agent is optimized. Each agent tries to execute its day
with highest possible utility. The utility of a daily plan depends on infrastructural constraints (capacity
of streets, opening times of shops, etc.) and on the daily plans of the other agents in the system. This
implies that the effective utility of a daily plan can only be determined by the interaction of all agents.
This is the place where co-evolutionary algorithms (Holland, 1992; Palmer et al, 1994) come into play.
An evolutionary algorithm basically consists of the following steps:
1. I ni t i al i ze P( t =0) Create the population of individuals at time t=0
2. Scor e P( t ) Calculate the ftness
3. Sel ect P( t ) out of P( t ) survival of the fttest
4. Recombi ne and mut at e P( t ) crossover and mutation
5. P( t +1) = P( t ); t = t +1 the next generation of individuals
6. GOTO i t em2
Applied to the demand optimization (optimization of daily plans) in MATSim, this means:
1. Initialize / generate the daily plans for each agent in the system
2. Calculate the utility of the execution of the individual daily plans for each agent
3. Delete bad daily plans (the ones with a low utility)
4. Duplicate and modify daily plans
5. Make those plans the relevant plans for the next iteration; increase the iteration counter by one
6. Goto 2.
It is important to note that the individuals of the evolutionary algorithms are the plans, while the
synthetic travelers are the entities that co-evolve.
Figure 2(c) shows this optimization loop. For each of the steps listed above, specifc modules are
available. The execution of the daily plans (EXEC) is handled by a corresponding traffc fow simulation
module, in which the individuals interact with each other, i.e. individuals may generate congestion on
streets of high usage. The SCORING module calculates the utility of all the executed daily plans. Plans
with a high utility (high ftness) survive, while plans with a low utility (e.g. caused by long travel
times because of traffc jams) are eventually deleted.
The creation and variation of daily plans (REPLANNING) is distributed among different modules
that are specialized on varying specifc aspects of daily plans. The modifcations in the plan of a single
agent are completely independent on the re-planning of all the other agents plans.
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MATSim-T
2.2 Related Work
Many models have implemented the concept of activity based demand generation (e.g. VISEM: PTV,
2008; Vovsha et al, 2002; Bowman et al, 1999, Bhat et al, 2004; Pendyala, 2004; Arentze et al, 2000).
But the results are typically delivered as (time-dependent) origin-destination matrices, which are used
as input for static or dynamic traffc assignment models. Completely agent-based micro simulations (e.g.
mobiTopp: Schnittger & Zumkeller, 2004) are typically focused on telematics aspect or on effects of
changes in infrastructure. Event driven simulations for transport planning (e.g. Axhausen, 1988; Balmer
& Nagel, 2006; Axhausen & Herz, 1989) already presented the powers of micro-simulations, but they
usually only work on small scenarios.
The work most related to the MATSim project is TRANSIMS (2008), which also generates individual
activity schedules for large-scale scenarios. While the concepts are similar, there are some important
differences. The most important differences are:
MATSim is consistently constructed around the notion that travelers (and possibly other objects of
the simulation, such as traffc lights) are agents, which means that all information for the agent
should always kept together in the simulation at one place. In this way, an agent in MATSim can
access demographic characteristics or time pressure while he/she is moving around in the transport
system. In TRANSIMS, such information is in principle available, but fragmented between many
modules and many fles.
As a mirror of the coherent agent information, MATSim uses the hierarchical XML (W3C, 2006)
format for the input or output of agent information. Because the fle format is hierarchical, it can
be flled out with different levels of detail. This means that in all places where agent information is
exchanged between modules, the same fle format is used. This has two important consequences:
(i) Arbitrary modules can be combined to fll out the agent information. In TRANSIMS, the ca-
pabilities of the modules are given implicitly by the fle formats. (ii) One DTD (Document Type
Defnition, see W3C, 2006) is suffcient to ensure correctness of all agent data fles.
As a consequence of the agent design, it is easy to maintain several plans per agent. This facilitates
to interpret the iterative part of MATSim as a co-evolutionary algorithm, where every agent draws
on a population of plans in order to fnd better solutions for him-/herself. Once more, this could be
emulated in TRANSIMS, but it would be considerably more diffcult to implement it, and in some
sense the only option may be to add something similar to the MATSim agent database (Raney &
Nagel, 2004) to TRANSIMS.
The traffc fow simulations currently used in MATSim-T are simpler than that in TRANSIMS,
and as a result run considerably faster, thus allowing meaningful runs in days instead of weeks.
This is not really a conceptual difference, but it was an important design decision when starting
MATSim: Iterations should essentially run over night.
Agent-based micro-simulation applications can also be found in related research felds to transport
planning. Promising concepts in urban planning are land-use simulations, i.e. URBANSIM (Waddell
et al, 2003), ILUTE (Salvini et al, 2005) or the models of Abraham/Hunt (Hunt et al, 2000).
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2.3 Case Study ( all-of-Switzerland )
From a user point of view, it is of high interest how much time a simulation program needs to spend until
results are produced. This chapter will present the performance measures of the toolkit on a typical large-
scale transport planning study. Meister et al (2008) present the frst results for the daily traffc for the
whole of Switzerland created with MATSim-T. That case study will be used to present the computational
performance of each part of the toolkit. The extents of the Swiss daily traffc demand study are:
The national planning network (Nationales Netzmodell: Vrtic et al, 2003) consists of ~24000
nodes and ~60000 links.
Based on the enterprise census 2000 (SFSO, 2001) and the census 2000 (SFSO, 2000), ca. 1.7 mil-
lion facilities are modeled. Up to fve different activities (home, work, education, shop and
leisure activity) are assigned to each facility.
With the census 2000 and the microcensus 2005 (SFSO, 2006), about 7 million synthetic persons
(agents) are generated, incl. demographic attributes like age, gender, car license ownership, car
availability, public transport ticket ownership and employed status.
The generation of the initial, individual, time-dependent daily demand is described in detail in
Ciari et al (2007) and Meister et al (2008). Overall, about 22 million trips are generatedabout
7.1 million trips for motorized individual transport.
The performance measures are produced on a machine with 8 dual-core processors with 2.2 GHz
clock rate each.
The case study needs about 22 GByte of RAM.
2.4 Computing Times
This chapter concentrates on the MATSim architecture and the resulting computing times. The above
scenario is close to the largest that is currently feasible. Since it is possible to obtain plausible results
with runs with 10% of the population, this means that scenarios up to 70 million people can currently
be addressed. If hardware keeps improving in similar ways as in the past, simulating even large mega-
cities or all-of-Europe seems within reach.
Computing times are given with respect to that specifc scenario. Unfortunately, it has turned out
consistently that fnding simple predictive rules for the computational performance of MATSim is
quite diffcult (Nagel & Rickert, 2001; Cetin et al, 2003; Cetin, 2005). This has to do with the fact that
interwoven aspects of hardware, implementation, scenario details, and scenario size play a role. For
example, hardware, implementation and scenario size together determine how much of a scenario fts
into cache or memory, and if the computation is I/O- or CPU-bound. Scenario details decide, say, dur-
ing how much of the simulated time there is activity in all parts of the system (as opposed to activity on
a small number of links). It might be possible to give worst-case complexities. These, however, in our
experience are completely unrelated to the actual computing times. This chapter rather gives comput-
ing times for a specifc scenario, plus information on how these times change when important aspects,
such as the number of travelers or the number of network elements, change.
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MATSim-T
3. TRAFFIC FLOW SIMULATION
Despite considerable work over more than the last decade (e.g. Nagel & Schleicher, 1994; Nagel &
Rickert, 2001; Gawron, 1998; Cetin et al, 2003; Charypar et al, 2007), the traffc fow simulation re-
mains the module with the largest computing requirements for the problem at hand. The traffc fow
simulation is responsible for executing the daily plans in a physical environment. In principle, arbitrary
models could be used, e.g. the model by Wiedemann (1974) or a cellular automata model (e.g. Nagel &
Schreckenberg, 1992), but both require still too large amounts of computing power. Transport planning
is not so much interested in the detailed driving behavior, but in the dynamic amount of traffc, traffc
that refects traffc jams, tailbacks, the dissolving of traffc jams, etc. The queue model (Gawron, 1998)
fulflls all these requirements. Every street is modeled as a queue in which vehicles have to wait for at
least the free speed travel time on that street. In addition, both the fow and the storage capacity of each
link are limited. The former causes congestion, the latter causes spillback since links can become full
and then upstream links also become jammed.
The traffc fow simulations produce information about where each agent is at a specifc time of the
day and what it is doing at that time. Each agent generates for each of its actions (begin/end of an activ-
ity, entering or leaving a link, etc.) a temporally and spatially localized event.
3.1 Default Traffc Flow Simulation
The current default traffc fow simulation of MATSim-T is a single CPU Java re-implementation of the
micro-simulation described by Cetin (2005). As an integral part of the toolkit it has the advantage that
it can directly access all the data in the MATSim object database, saving time-consuming input and
output of data. Because of the platform independence of Java, it runs on all major operation systems.
The default traffc fow simulation uses seconds as smallest entity of time. For each simulated second,
all queues (all links of the network) synchronously get a new state assigned. As a result, the runtime is
proportional to the number of links in the scenario:
T
mobsim
t
sim
N
links
/ t
where t
sim
is the real time window to be simulated (usually 1 day =86,400 seconds), t the size of the time
step (1 second), and N
links
the number of links in the street network. There is, however, also some over-
head to generate events, which depends on the number of agents in the system. Performing the Mobility
Simulation on a 2.2 GHz processor, the computation time to simulate one day of the complete vehicular
traffc of Switzerland (see above) takes about 70 minutes (ca. 20.5 times faster than real time).
The simulation performance in a nave implementation of the queue model does not depend very much
on the number of agents, respectively on their demand: Every link is processed once in every time step.
This is acceptable for situations where all network elements are in use (e.g. morning rush hour), but the
simulation will take just as long calculating low traffc during nightly hours. The current implementa-
tion in MATSim-T, however, switches off links that are completely empty, saving additional computing
time but making it now even more dependent on the number of agents and their demand structure.
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MATSim-T
3.2 Deterministic, Event-Based Queue-Simulation (DEQSim)
DEQSim, an alternative traffc fow simulation, extends the queue-model. In addition to the FIFO (First-
In, First-Out) behavior of the queue model, this traffc fow simulation imitates backwards-traveling
gaps produced by vehicles that leave congestion. This leads to more realistic dynamics of congested
links. Also the implementation differs. Rather than updating all links every second, it only operates
whenever a link actually changes its state. Despite the improved dynamics, such state changes are
rare. In a pure queue model, the state of a link only changes when a vehicle enters or a vehicle leaves,
and since the earliest possible leaving time is known for every vehicle, the link can be processed at
exactly those times. It was possible to add the improved dynamics in a similar way, by adding holes
that travel backwards, and that have, in consequence, also pre-computed times of when they arrive at
the upstream end of the link. Therefore, computing time is only used when agents produce events on
links. As a side effect, the simulation does not have to stick to discrete time steps anymore. A detailed
description of the DEQSim can be found in Charypar et al (2007). The performance is
T
deqsim
e(a,N
links
)
where the number of events e is proportional to the number of agents (a), respectively the number of
executed plans, and depends on the street network (number of links N
links
). On a high-resolution net-
work of the same region, an agents route contains more links than on a low-resolution network, thus
generating more events.
For the case study described above, 162 million events are generated. The total computing time for
the single-CPU implementation of the DEQSim takes about 50 minutes (real time ratio =~ 28). Addi-
tionally, the DEQSim also runs in parallel using multiple CPUs with distributed memory. The perfor-
mance scales nearly linearly with the number of processors, implying that in 8 CPUs, the 50 minutes
are reduced to less than 7 minutes.
In contrast to the default traffc fow simulation, DEQSim is written in the C++ programming lan-
guage. This prevents the direct access to the data from the traffc simulation. Instead, the data needed
to run the DEQSim is frst written to disk and later read by DEQSim. Similarly, DEQSim writes its
events to a fle on disk, from where the MATSim toolkit reads them after DEQSim has fnished. This fle
input and output (including the processing of the read in events) requires an additional 20 minutes in the
given case study. The input is proportional to the number of agents, the output once more proportional
to the number of the events. Maybe somewhat surprisingly, the main overhead does not stem from the
physical disk I/O, but from the handling of the events while they are processed inside MATSim.
4. SCORING AND PLANS SELECTION
The events produced by the traffc fow simulation make it possible to calculate the effective utility of
each daily plan, including the infuences and effects of the interaction of other agents. The success
of a daily plan is specifed by an individual utility function. This function describes the goals of each
agent, and with that its behavior. In principle, any arbitrary utility function could be used, for example
one coming from prospect theory (Avineri & Prashker, 2003). MATSim currently uses a simple but ef-
fective utility function described in Charypar and Nagel (2005). It is related to the Vickrey bottleneck
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MATSim-T
model (Vickrey, 1969; Arnott et al, 1993), but is modifed in order to be consistent with the approach
based on complete daily plans (Charypar & Nagel, 2005; Raney & Nagel, 2006).
Without going into detail, the elements of the utility function are:
A positive contribution for the (usually) positive utility earned by performing an activity.
A negative contribution (penalty) for traveling.
A negative contribution for being late.
Intuitively, being early should also be punished, but it turns out that this is not necessary since do-
ing nothing is already indirectly punished by the fact that something with a positive utility could be
done instead in a better plan.
The utility function induces the behavior of the agent, because the agent searches in the solution
space of the utility function for the best possible score, which implies the best possible daily plan. The
agent cannot optimize outside of the solution space. This aspect is documented in more detail later.
Scores are computed in two ways, depending on the type of the traffc fow simulation:
In the case of the integrated (default) traffc fow simulation, scores are computed when events
from the traffc fow simulation reach the scoring module. The computational effort to compute
the scores is smaller than the overhead caused by the events handling mechanism. Any effort to
accelerate the computation at this end would need to accelerate the events handling mechanism
frst.
In the case of the external DEQSim traffc fow simulation, scores are computed when Java events
that are generated from the events fle reach the scoring module. This ends up being the same
problem: The main computational effort is caused by the events handling mechanism.
There is, thus, a computational cost of the events handling mechanism, that is either hidden in the
default traffc fow simulation, or in the fle I/O when the events are read from fle. This may be an
element of future improvements.
A small, but important step in the whole process is the deletion of a bad plan. As there are new
plans generated in each iteration for a subset of all agents, the population of plans per agent increases up
to a user-defned maximum (typically between 3 to 6 plans per agent). Before a new plan can be created
for an agent that already has as many plans as the maximum defnes, the worst plan (the one with the
lowest score) is deleted from the population. As a consequence, only good plans survive. This step
takes about 10 seconds for the all-of-Switzerland study.
5. PLANS VARIATION (RE-PLANNING)
The re-planning is responsible for making sure that every agent explores its solution space. This happens
by duplicating an existing plan of an agent, varying (mutating) the copy, and executing and scoring it in
the next iteration. Each re-planning module takes charge for a specifc part in the optimization process.
As an example, the Router module calculates the routes of a plan based on the amount of traffc from
the last traffc fow simulation. The Time Allocation Mutator module modifes departure times and
activity durations of a daily plan. This module varies the corresponding times randomly. Additional
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MATSim-T
modules could change activities locations, or change the sequence of activities. An important fact is
that all these modules work independently from each other. This allows one to add an arbitrary number
of re-planning modules to the optimization process.
A characterization of modules is whether they modify a plan randomly (Random Mutation) or whether
they search for the best solution based on the results of the last traffc fow simulation (Best Response).
The former has the advantage not to use any signifcant amount of computing power. Additionally, it
searchessooner or laterover the complete search domain. The disadvantage is that such modules
require (too) many iterations until the optimization relaxes. Best Response modules on the other hand help
to relax the system much faster, but they are usually more complex and computationally intensive.
5.1 Time Allocation Mutator
The Time Allocation Mutator is a typical example of a Random Mutation module. It varies randomly
the departure times and durations of activities in a daily plan. The Time Allocation Mutator needs about
2 seconds to process the 10% re-planning agents (approx. 220 000 agents) per iteration.
5.2 Router Module
The Router Module calculates the best routes in a daily plan, given the departure times for each leg
and the dynamic travel times of all streets (based on the last traffc fow simulation). The best route
is defned as the one with the least negative utility. This Best Response module uses the complete and
dynamic traffc load of the system for fnding routes.
Currently, MATSim has three different implementations of the Router module. They are all based on
a time-dynamic variant of Dijkstras algorithm for fnding shortest paths in networks, and they return
all the identical results. Our newest implementation, the Landmarks-A* module (Lefebvre & Balmer,
2007), gives the best performance in average: For the given case study it needs in about 0.1 milliseconds
to calculate one route in average. For the 7.1 million (motorized) routes of the all-of-Switzerland
scenario and 10% route replanning rate this implies 71 seconds of computing time per iteration, which
can, however, be shared between parallel CPUs.
Additional computational results for different routing algorithms and different networks sizes can be
found in the paper by Lefebvre & Balmer (2007). Unfortunately, those results are not suffcient to make
a prediction about the functional form of the average complexity of the Landmarks-A* implementation;
the most probable ft may be O(n
2
) where n is the number of network nodes. It also plays a role that the
Java implementation of the priority queue does not offer a fast decrease-key operation.
5.3 planomat
Another Best Response module available in MATSim is planomat, described in full detail in Meister
(2004). This module not only optimizes one aspect of a daily plan, but all parts at the same time. It bases
its assumptions heavily on the outcome (events) of the last execution of the traffc fow simulation (see
above). Additionally, it is able to coordinate the daily plans of members of the same household (e.g. a
common dinner at home). This module is written in C++, but can be called from the MATSim toolkit.
The C++-planomat is a genetic algorithm (GA) with a special encoding for activity sequences, activity
locations, activity times, and activity participation. The encoding was constructed with the idea that
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MATSim-T
a plan that is good in the morning and another plan that is good in the afternoon should be able to
combine into a plan that is good overall. This takes some input from the GA coding of the traveling
salesman problem. One instance of the GA generates the plan(s) for one person or one household. As
is common, the GA is not a particularly fast method to solve the problem, but it is extremely fexible
with respect to the inclusion of additional constraints, for example facility opening times.
A simplifed version of the planomatwritten in JAVAis an integral part of the MATSim toolkit
and optimizes the time schedules. It is therefore a substitute of the Time Allocation Mutator. planomat
uses an evolutionary algorithm for the optimization of departure times and activity durations. It is
therefore far more computationally intensive than the Time Allocation Mutator module. In the above
described case study, it uses about 5.7 milliseconds in average for the best response calculation of tim-
ing of a single daily plan. For the ca. 2.3 million (motorized) plans of the all-of-Switzerland scenario
and 10% planomat replanning rate this implies 1331 seconds of computing time per iteration, which
can, however, be shared between parallel CPUs.
5.4 Additional Modules
It is important to recall at this point that MATSim-T is not limited to the modules described above.
Any user can add his or her own modules; additional modules are also added by the developers. The
computational performance of such modules will be assessed in due time when such modules have
proven their value with respect to the transport simulation problem.
6. SYSTEMATIC RELAXATION OF THE EVOLUTIONARY ALGORITHM
According to the users needs it is now possible to combine all the previously mentioned modules. The
optimization process, i.e., the iterative processing of single tasks, is done by the toolkit. However, with
respect to the combination of modules one aspect has to be considered: Each additional re-planning
module enlarges the solution space for the agents day-plan. It is required that this solution space is
completely covered by the utility function. Consider the following example:
If an agent is only allowed to optimize its route it would be feasible to reduce the above described
utility function to
U
total
=
i
U
travel,i
since this agent would not be capable to alter its time allocation.
However, if one adds a time allocation module, and therefore enlarges the solution space, this has
to be considered by the utility function. On the other hand, it is legitimate to use the extended utility
function for agents that consider only route choice, since it covers the complete solution space. On this
account, the further functional development of the optimization process in MATSim-T (implementation
of new re-planning modules) goes hand in hand with the extension of the agents behavioral models.
In the following the relaxation behavior and the required computational time of the co-evolutionary
algorithm will be analyzed.
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MATSim-T
6.1 Setup
For the suitable analysis of the relaxation process a typical and in the last years frequently used setup
is used:
1. Each agent is capable of route-choice.
2. Each agent is capable of time allocation choice.
3. In each iteration, a randomly selected sample of 10% of all agents creates a new plan by altering
the routes of an existing plan.
4. In each iteration, a randomly selected sample of 10% of all agents creates a new plan by altering
the time allocation of an existing plan.
5. The remaining 80% of agents select an existing plan for repeated execution. The selection prob-
ability corresponds to the logit function p
i
= exp( S
i
)/
j
exp( S
j
), where S
i
denotes the utility of
plan i and is an empirically estimated constant.
6. The utility function corresponds to the one given in the previous section.
7. The number of plans per agent is limited to a maximum of four.
8. The system will be considered relaxed once the trajectory of average utility per iteration represents
a stationary process.
A detailed description of this setup with values for the parameters of the utility function can be
found in Meister et al (2008).
6.2 Relaxation
The relaxed state of the co-evolutionary algorithm of MATSim-T is reached if the utility for each agent
does not noticeably change through variation of the day plans. Since bad plans do not survive, the
utility of all remaining plans levels off eventually. Figure 3 depicts such a behavior. The light grey
curve represents the utility of the plan that has been executed in the corresponding iteration averaged
over all agents. The black and the medium grey curve, respectively, denote the average utility of the
currently available best and worst plan, respectively. One can realize that in this example the utility
converges to the relaxed state after iteration 70, and exhibits only a mean variance of approx. 2 units
in iteration 100.
More noticeable is the behavior before iteration 70, especially in iteration 15. Figure 3 shows that
the average scores for the executed plans (light grey curve) as well as for the worst plans (medium grey
curve) are remarkably low in iteration 15, which can be ascribed to a so-called network breakdown.
Due to the optimization process and the given constraints (such as the time window for the starting
a work-activity) it is possible that a lot of agents simultaneously try out similar plans, which in turn
leads to high traffc densities on preferred roads and therefore to highly congested situations. Due to
this temporal overload, this congestion cannot be absorbed by the surrounding road network due to the
overall high traffc density. Spillbacks build up and spread over a large part of the network. The model
requires a long time to resolve such congestion, resulting in high travel times, and therefore in large
disutility for traveling. Since the last executed plan exhibits a low utility after such a network breakdown
most of the agents switch their plans. Thus the last optimization step is discarded and the usage of more
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MATSim-T
diverse plans will be reinforced. In the paper of Rieser & Nagel (2008) the network breakdown situ-
ations are analyzed in more detail.
Due to the diversifcation regarding departure times and route choice, average trips travel times
decrease (black dotted curve in Figure 3), which in turn becomes noticeable in the resulting greater
average utilities.
It appears that after iteration 70 a combination of plans arises which results in a stable traffc pattern
that is robust towards variations of single agents. Good plans are duplicated during re-planning and the
duplicates are kept if they also turn out to be good. Bad plans are discarded, so that fnally only good
plans will remain which can be observed in Figure 3 with the approximation of the medium grey curve
to the other two curves.
6.3 Computational Time for Optimization Process
The total computational time of a single relaxation process consists of the sub-processes as described in
Figure 2(c). Additional time is required for storing temporal results and analysis (intermediate demand,
statistics and analysis shown in Figure 2(c)). This latter feature can be switched off by the user, so that
only the fnal result will be saved. However, this feature helps to analyze the optimization process and
Figure 3. Average utility (score) and average trip travel time per iteration
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MATSim-T
allows one to abort the process if needed. For that reason this part will not be excluded in the following
discussion. In detail the process can be divided into the following chronological steps:
1. Initialization: Loading and managing of infrastructural data (network and facilities) and initial
demand
2. Iteration 0: primary execution of the traffc fow simulation and calculating of utilities
3. Iteration 1 to n: re-planning, traffc fow simulation and scoring
4. Iteration 0, 1, 2 and every 10
th
iteration: saving of temporal results and analyses
5. Finalization: saving of fnal state (relaxed day-plans)
Additionally to these steps, certain modules require extra computational time for initialization and
fnalization. For instance, the initialization of the Landmarks-A* router module as described earlier
takes some seconds for calculating the landmarks (see Lefebvre & Balmer, 2007). The DEQSim requires
several minutes for loading the network and individual demand and for storing them in optimized data
structures. In case of the parallel DEQSim, additional initialization time is required. Several java internal
processes such as the garbage collector and hardware constraints (fle I/O) induce additional delays.
Figure 4 shows the contributions of time to the total calculation time for the frst 40 iterations of a
relaxation process. In this setup the routing is done by eight parallel running Landmarks-A* router
modules. Time allocation is done by another eight Time Allocation Mutator modules. For the execu-
tion of the demand the parallel version of the DEQSim with eight threads is used. This setup results in
a relaxation behavior as shown in Figure 2(c).
It turns out that the DEQSim requires in average 8-10 minutes per iteration as shown in Figure 4.
There is, however, an additional overhead of 20 minutes for data exchange with the other modules of
MATSim-T. Re-planning (time allocation and routing) requires about 90 seconds computational time,
Figure 4. Share of the overall computation time by process steps
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MATSim-T
where the main fraction is consumed by the Landmarks-A* routing modules. The re-planning after
a breakdown situation as shown in Figure 3 causes a signifcant increase in calculation time for the
router (approx. nine minutes; iteration 16). The cause for this is that the performance of the Landmarks-
A* router decreases if link travel times differ signifcantly between the uncongested and congested
traffc state.
One iteration of the co-evolutionary algorithm requires about 32 minutes for the calculation of the
individual time-variant daily demand consisting of 7.1 million trips on a 60,000 links network of Swit-
zerland. In addition, every 10 iterations 22 minutes are used for saving temporal results and analysis.
Taking into account that the system reaches a relaxed state after about 100 iterations, the total time for
calculating the resulting demand and the corresponding traffc takes about 3.2 days.
6.4 Combinations
It is possible to run the relaxations faster when using other modules. Table 1 lists a set of possible
combinations of modules and their required average and total runtime to reach a stable state. With the
replacement of the random mutation module (Time Allocation Mutator) with a best response module
Table 1. Computing times of different combinations of modules
traffc fow simulation routes times # of iterations run time on
computer
DEQSim (1 CPU) Landmarks-A* Time Allocation Mutator 100 ~5.2 Days
default traffc fow
simulation (1 CPU)
Landmarks-A* Time Allocation Mutator 100 ~5.5 Days
DEQSim (1 CPU) Landmarks-A* planomat 30 ~1.9 Days
default traffc fow
simulation (1 CPU)
Landmarks-A* planomat 30 ~2.1 Days
DEQSim (8 CPU) Landmarks-A* Time Allocation Mutator 100 ~3.2 Days
DEQSim (8 CPU) Landmarks-A* planomat 30 ~1.5 Days
Module Average runtime Remarks
DEQSim (1 CPU) ca. 70 minutes ca. 50 minutes DEQSim and ca. 20 minutes I/O Overhead
DEQSim (8 CPU) ca. 28 minutes ca. 8 minutes DEQSim and ca. 20 minutes I/O Overhead
default traffc fow
simulation
ca. 70 minutes
Landmarks-A* ca. 1.5 minutes signifcantly longer after break-downs (ca. 610 minutes)
Time Allocation Muta-
tor
10 sec
planomat ca. 22 minutes
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MATSim-T
(planomat) a signifcant reduction of the number of iterations can be achieved. On the other hand, the
planomat requires in average 30 minutes computational time per iteration. However, fnally this trade-
off pays off (the total runtime halves).
If one includes the additional overhead for data exchange between MATSim-T and the DEQSim, the
performance of the default traffc fow simulation (in Java) and the DEQSim are equivalent. With the
parallel run of the DEQSim one can achieve a remarkable gain in performance, however, the overhead
for fle-I/O remains the same.
Finally it is worthwhile to mention that in terms of computational performance the results clearly
show the applicability (large scenarios, time-dynamic and detailed) of micro simulations for transport
planning.
7. INITIAL INDIVIDUAL DEMAND MODELING
In Fig. 2 the initial demand is stated to be a prerequisite for the optimization in MATSim-T. This sec-
tion describes how the toolkit can be used to create the initial daily demand for each individual. The
reason why this pre-process is introduced at the end of this article is that the solution space as defned
by the setup of the optimization determines which aspects of the plan do not need to be modeled by
the pre-process.
Thus the task of the initial individual demand modeling is to model aspects of the agents plans
that cannot be handled by the iterative optimization process. To get a best possible mapping of the real
demand, this part is built upon knowledge, surveys and socio-demographic data of the investigation
area. MATSim-T is built in such a way that it can operate on various types of input data. Depending
on the scenario, existing input data can vary in quality, level of detail, and quantity. The modules for
the initial demand modeling are adopted correspondingly, or replaced. For this reason the runtime for
generating the initial demand varies. Basically, this pre-process is of sequential nature. All required
modules need to be used only one time.
The modeling of the individual initial demand for the all-of-Switzerland application can be found
in detail in Ciari et al (2007) and Meister et al (2008). The required runtime is about 14.4 hours.
MATSim-T operates on disaggregated information, i.e., the infrastructure is based on coordinates
rather than aggregates, such as zones (districts, communes, etc.). Activities and hence the facilities in
which activities are preformed are mapped to the links of the network. Since the network has a particu-
lar resolution, it defnes the level of detail of the modeling. In other words, ultimately the investigation
area has as many zones as the network has (directed) links, in the above case 60,000 zones. For high-
resolution networks the number of zones can increase to more than one million. Since the raw data are
typically of aggregated nature, they need to be disaggregated. MATSim-T provides several aggregation
layers to store such data and to disaggregate them on to facilities, activities and persons if needed.
The modeling of the initial demand can be split up into several steps depending on the available raw
data and the users needs. Each of these processes is implemented in one module. These modules can
be arbitrarily used, extended, replaced or skipped.
At each point of time during the modeling process it is possible to output intermediate results. This
is important, since it is typically required to statistically validate the results of the model implemented
in a module. The intermediate results can be used as input data for further modeling steps.
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MATSim-T
A further important aspect is the so-called streaming process for the generation of an initial demand.
While infrastructural data (facilities, network and even aggregation layers) require relative little memory,
the demand (=the initial plans) requires several gigabytes of memory. However, since the demand is
generated individually for each synthetic person in the investigation area, it is possible to reduce the
memory consumption: One loads the agent into memory, applies the demand-modeling module, writes
the demand to fle, and frees the memory. Then the next agent is loaded and so on. This allows one to
model the individual demand for an unlimited amount of agents on standard consumer hardware. A
detailed description of the features of the MATSim-T initial demand modeling can be found in the dis-
sertation of Balmer (2007) and also in Balmer, Axhausen, & Nagel (2006).
8. DISCUSSION AND OUTLOOK
This work shows that the development of the last years considering hardware architecture, CPU perfor-
mance, and optimization of programming implementations allows one to handle large-scale scenarios
for transport planning with agent-based micro simulations in reasonable time. Furthermore it shows that
the optimum of performance has not been reached yet. For instance, a re-implementation of the parallel
DEQSim in JAVA as an integrated part of MATSim-T would avoid the overhead per iteration caused
by the data exchange between DEQSim and MATSim-T (about 20 min for the discussed application),
which in turn would decrease the total runtime by about 40%. A scenario of the magnitude of complete
Switzerland could be handled in approximately one day.
The setup of the optimization process offers further possibilities of optimization. For instance, it is
possible to reduce the number of iterations until the system becomes relaxed by introducing adaptive
re-planning rates. Also the re-planning modules offer potential for optimization, in particular the routing
module and the planomat. All these optimizations are to be aspired, since further functional extension,
such as location and mode choice will certainly consume more computational time, be it because of
the complexity of these modules or because more iterations will be required until the system reaches
a relaxed state.
Finally it is worthwhile to mention that the results of MATSim-T are not only traffc patterns, but also
rather a detailed description on the single agent level. In other words, it is possible to determine for each
synthetic person at each point in time where she/he is and what she/he does. Still, the results should not
be interpreted on the level of single agents, but rather at the level of aggregated sub-populations.
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Chapter IV
TRASS:
A Multi-Purpose Agent-Based
Simulation Framework for Complex
Traffc Simulation Applications
Ulf Lotzmann
University of Koblenz, Germany
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
In this chapter an agent-based traffc simulation approach is presented which sees agents as individual
traffc participants moving in an artifcial environment. There is no restriction on types of players, such
as car drivers or pedestrians. A concept is introduced which is appropriate to model different kinds of
traffc participants and to have them interact with each other in one single scenario. The scenario may
not only include roads, but also stadiums, shopping malls and any other situations where pedestrians
or vehicles of any kind move around. Core theme of the chapter is an agent model that is founded on a
layered architecture. Experiences with implementation and usage of the agent model within the universal
multi-agent simulation framework TRASS will be explained by means of several application examples
which also support discussion about validation of concept and implementation.
INTRODUCTION
Since agent-based simulation began to be widely used to treat problems in the feld of traffc and
transportation, several approaches have been established based on different defnitions of the term
agent. This has led to a large number of implementations which are more or less narrowly coupled
to dedicated software tools. There are two main kinds of implementations, both of which depend upon
the user community:
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In scientifc research, the typical procedure is to build models for various components of a par-
ticular (type of) traffc system. Often general purpose programming languages are used, together
with more or less universal development environments or frameworks, most of which are open
source. These systems can be adapted to the requirements of the model or class of models under
consideration. This approach requires a high level of computer science expertise.
Traffc planners and other practice-oriented users prefer the application of specialized, mainly
commercial tools. Any adaptation of such a tool is restricted to representing the real-world target
system with the available features. Often an integration with analytical methods and real-world
traffc control systems is desired.
In any case, two components of traffc simulation with characteristic features can be identifed:
A model of an environment as a network or a landscape, i.e. a topography with typical static enti-
ties such as streets, sidewalks, static obstacles,
A representation of the traffc fow within the modeled environment where attributes are the geo-
metric forms and sizes of moving entities, and motion obeys physical laws (either macroscopically
as fows or microscopically as individual entities).
The development of the TRASS framework presented in this chapter was guided by the goal to have
a universal platform to design multi-agent-based simulations with maximum fexibility, representing
the properties of traffc described, and its environment. Special attention was devoted to the agent
model representing traffc participants. These are seen as human beings who participate in traffc in
many different roles. This makes the integration of social and behavioral science aspects relevant for
the agent model.
The following presents TRASS as a framework that can be used for research and practice-oriented
purposes.
BACKGROUND
The literature offers a very broad spectrum of contributions on topics related to traffc simulation. Authors
from diverse scientifc backgrounds social scientists, physicists, mathematicians, computer scientists
and many others are engaged in that feld and hold even more diverse views on that theme.
In the following literature review we will present a few articles on traffc simulation, which repre-
sent the context of microscopic agent-based models and show some evolutions in this specifc feld. We
pass on a description of important and well-known contributions on macroscopic (Lebacque, 2003) or
Cellular Automata-based (Nagel & Schreckenberg, 1992) approaches.
One direction of evolution is the increasing complexity of simulation models and scenarios. An early
conversion of a traditional approach on traffc simulation into an agent-based model was done by Klgl
et al. (2000). Based on their simulation platform SeSAM the original Cellular Automaton design car
following model by Nagel and Schreckenberg was implemented. Klgl et al. successfully replicated
the original model behavior and predictions. This project marked a starting point for further activities
in the feld of traffc simulation (e.g. Klgl & Bazzan, 2004).
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Since agent-based simulation became more established in the traffc simulation domain, numerous
specifc aspects of traffc systems were studied, employing different kinds of software tools.
One example copes with traffc lights coordination using the SWARM platform (Oliveira & Bazzan,
2006). Another example is the simulation of self-organization effects in groups of pedestrians based
on the social-force model by Helbing & Johansson (2007). In this model, the individuals are seen as
particles like molecules in liquids or gases, which infuence each other through some kind of force. This
agent concept matches the established defnitions of the term agent only to a certain extent: Agents in
this simulation approach are components of a deliberately simplifed model of pedestrian interactions,
as Helbing and Johansson (2007, p. 624) explicitly put it. They are interested in the behavior of large
crowds where uncertainties about the individual behaviors is averaged out (p. 626).
A step towards more complex simulation scenarios and more versatile agent behavior is presented in
the contribution of Banos & Charpentier (2007). The authors also deal with the simulation of pedestrians,
this time in the complex environment of subway stations including gangways, halls, ticket offces and
so on. The Netlogo-based implementation exhausts the possibilities of grid-based topography models.
Besides enhancing the complexity of simulation scenarios, the trend to larger simulation worlds and
increasing numbers of agents is another observable development.
One approach in this context is SUMO (Krajzewicz et al., 2006). This platform is built upon a simple,
effcient but precise space-continuous model for car traffc, and was used for simulation of traffc control
systems in major cities, running on a stand-alone PC.
In contrast, Perumalla & Bhaduri (2006) place emphasis on more complex models and comparatively
huge scenarios, running on massive distributed hardware.
For the feld of systems related to practical applications of simulation, the commercial system VIS-
SIMby PTV Planung Transport Verkehr AG shall be mentioned.
Focus in this domain is the frictionless integration of different applications for traffc planning
purposes like systems for analytical planning and forecast, logistics, traffc light controls and so on.
Another requirement is the high-quality visual presentation of simulation runs and results. These aspects
are implemented in VISSIM including the ability to simulate all relevant types of traffc participants,
based on a psycho-physical car-following model by Wiedemann (1974).
In this chapter we show the concept and implementation of a simulation framework which on the
one hand offers better conditions for the realization of traffc participants and their environment than
general-purpose tools, but which on the other hand is still suffciently general to include numerous
features of simulation models, including those mentioned above. One innovation is the application of a
continuous environment with an effcient topography model as the basis for precise and realistic design,
combined with a structured agent reference architecture.
As the literature review above already shows, the scientifc community suffers from the lack of a
standardized defnition for the term agent. Thus, it is all the more important to clearly state on which
defnition a particular contribution relies on. Our favorite defnition of agent is the one presented in
Gilbert & Troitzsch (2005), which encompasses four important properties: An agent
is an autonomous entity that cannot be controlled by external interference;
can interact with other agents by means of a language;
can perceive his environment and react on changes or events within this environment by some
action on this environment;
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is able to take the initiative and perform action on the environment with the intention to reach one
ore many goals.
THE TRASS CONCEPT
In the following sections, concepts will be presented that have been realized in terms of running simu-
lation software and that have proven their practical applicability in several models. We are aware that
there are always numerous possibilities to design a particular feature and that our choices are not in all
cases optimal. But we attempted at creating reasonable compromises for solving the partial problems.
What follows is an overview of the different aspects of the system and of the problems that play a role
in implementing and using the system. Afterwards the chosen concepts and solutions are presented in
detail.
The Impact of Modeling
The starting point of any simulation is a repertoire of appropriate models of the target system under
consideration. In the context of traffc simulation, this means that appropriate models of the main com-
ponents, i.e. of environment and traffc participants, have to be found.
Models are representations of real-world entities or systems whose attributes represent only part of
the properties of the latter, whereas other properties of real-world entities are neglected. The selection
of properties represented by attributes should be done pragmatically. If, for instance, types of vehicles
are to be modeled for the purposes of analyzing and simulating traffc within a city, then sizes, weights,
power, pollution class or the minimum turning radius might be important. It is unimportant, however,
to know and represent color or whether a car stereo is installed.
An important instrument to manipulate complex systems using models with restricted parameter
and attribute spaces is to split up complex model elements into smaller units that are easier to handle.
This concept is important wherever modeling is done. Thus a large traffc environment can be split up
into smaller districts in order to
make models clearer,
realize a third dimension, using several two-dimensional planes,
introduce distributed simulation execution.
The inner structure of an agent can also be determined by splitting it into functional units on differ-
ent layers. A possible design for such a partitioning will be discussed in greater detail in section The
TRASS Agent Model.
The consistent application of the agent-oriented paradigm implies at least one aspect of this partition-
ing, as all the dynamics is concentrated in the agent unit. This is also refected in the implementation
presented later on, as agents are seen as entirely autonomous units and executed in parallel program
threads.
The process of modeling cannot reasonably be separated from the process of model validation. For
some components this might be possible analytically, but for the system as a whole this is only possible
by comparing simulation output to empirical data or by replication of already validated models.
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TRASS
The following subsection tries to offer solutions to all the problems discussed so far.
The TRASS Topography Model
The characteristic of agent-based traffc simulation is the involvement of agents for traffc participants,
situated in an environment with heterogeneous topographic structures. These structures can be de-
scribed by regions, where each region is suitable and thus accessible usually by a subset of all defned
agent types.
In a simulation scenario of an urban district, for example, incorporating car traffc as well as
mobile obstacles (like pedestrians), the topography model must provide a network of paths
consisting of at least:
roads with different lanes and intersections for cars, which might be entered by pedestrians;
sidewalks only for pedestrians;
forbidden zones (static obstacles, like buildings), which must not be entered by any agent.
A possible and frequently used approach to implement such topographical models relies on a regular
grid structure. In this case, the simulated environment is divided into squares of equal size, and each of
these cells is assigned a meaning. The choice of the size of a cell obviously has an immense infuence on
simulation results: With cells that are too large, only a very imprecise representation of the real-world
topography is possible. In many cases this is a serious problem, as geometric details may have great
infuence on the behavior of pedestrians and vehicles. On the other hand, the choice of very small cells
increases the computational expense of the simulation, as a large number of cells have to be evaluated
and updated in every simulation step. A short example as an illustration: The perceived environment of
an agent is defned by some neighborhood, and all cells in this possibly large neighborhood have
to be evaluated by the agent in question. If the agent has a range of vision of, say, 20 meters, and this
range is shaped like a cone, then some 40 cells have to be evaluated if a grid cell represents one square
meter. If it represents 0.1 sq.m., then the number of cells to be included in the calculation increases to
approximately 4000.
Thus it makes sense to use a continuous space model instead. In this model, positions and dimensions
are described by foating point values. The maximum extension and the smallest measurable distance
are determined only by the foating point data type used (in TRASS a double-precision data type with
15 signifcant digits). In principle, each object can hold any position and size within these limits.
With adequate techniques, such a model accomplishes the necessary calculations with maintainable
effort that depends only on the number of objects involved in the simulation scenario.
The continuous topography model that is implemented in TRASS will now be used to make clear
what a structure appropriate for traffc simulation might look like.
The elements of the topographic structure are labeled as regions. A region defnes a limited polygon-
shaped spatial area with homogeneous attributes. The complete topography is composed of an arbitrary
number of regions. The polygons of two neighboring regions share the intersecting vertices and edges,
so that all regions together form a polygon mesh. This mesh structure is alike an irregular Cellular
Automaton, but with the difference of free mobility of the agents within the region-cells.
Each region is parameterized by attributes for identifying its type, designated usage, default direction
or any other property an application may require. The attribute values are valid for the entire region,
hence labeled as homogeneous attributes.
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TRASS
The agents designed for this topography model are equipped with sensor units able to perceive
borders and attributes of regions.
The limitation to polygons and hence the abnegation of arcs as part of a topography implies a model
abstraction introduced mainly due to performance reasons. Nevertheless it is feasible to achieve suffcient
precision for any purpose by assigning a large number of segments to a polygon and thus approximate
the shape of an arc.
Figure 1 shows the simple model of a road crossing as an example for a simulation topography. The
software-supported generation and editing of topography models is a subject of the Concept Valida-
tion section where we will demonstrate how city maps, road maps and aerial views can be transformed
(semi-) automatically in a simulation topography.
The TRASS Agent Model
After having designed a simulation environment with an appropriate topography, its about time to shed
some light on the inhabitants.
Starting point for designing the agent model is the premise that an agent is a fully autonomous entity.
Autonomy in this context means that the environment is perceivable by an agent, but the competence to
decide when and how to interact with the environment is situated solely within the agent. A topographic
region called road within an agents environment can, for instance, be interpreted as a region where
driving a car is allowed, but it is the agents decision to leave the road and continue its way onto the
neighboring meadow.
The dynamics according to the application domain is brought into a universal simulation framework
by implementation of one or more agent types. A well-defned and functional structured framework for
agent design is indispensable to cope with complexity of numerous real world applications.
A widely accepted and used scheme for structuring complex problems into simple entities is the layer
concept. The starting point for such a segmentation is the defnition of discrete levels of abstraction for
the given topic. Each identifed abstraction level is packed into a corresponding layer, and interfaces
are specifed between the layers.
Figure 1. Example for polygon-structured simulation topography (model of a crossing)
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TRASS
Layered architectures have often proven successful not only for reducing complexity, but also in
increasing the fexibility and adaptability of the respective implementations. A very famous example is
the TCP/IP protocol stack software, which is the basis of the internet; many examples can also be found
in agent design history (Bonasso et al., 1997; Kendall et al., 1997; more references in the additional
reading section). Here we will present an agent model with a fne-granular, hierarchically-structured
layer architecture that was developed in conjunction with TRASS (Figure 2).
Three layers can be distinguished: the Physical layer, the Robotics layer and the AI layer.
The Physical layer subsumes properties like agent shape, style of the sensor unit and a number of
physical attributes. The specifcation of these properties must, of course, be compatible with the TRASS
topography model and satisfy requirements for adequate computing performance. The Physical layer
determines the perceptive capabilities of the agent and projects the effects of actions into the topographic
environment.
The properties provided by the Physical layer are the basis for describing the agent behavior.
Behavior is revealed mainly by variation of the physical attributes during the lapse of time. A hier-
archy of two different layers is considered for behavior modeling: The Robotics layer represents actions
and sequences of actions (activities) together with the perceptive processes triggering these actions. The
evaluation of perception input and the controlling of actions are done by the AI layer.
Figure 2. Layered architecture of the TRASS agent model
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TRASS
Background for this segmentation of behavioral aspects is a distinction in
more or less automatic, refex actions and heuristically controlled activities (which can be learnt
habitually, unthinkingly) in the Robotics layer, and
thoughtful, planned actions on the other hand in the AI layer.
Among others, economists use models with a similar structure. Max-Neef (1992), for instance, dis-
tinguishes human needs according to the evolution of the brain into
survival needs, controlled by the brain stem and cerebellum (reptile), resulting in automated deci-
sions,
social needs, controlled by the limbic system (mammal) and involving social heuristics, and
identity needs, controlled by the neo-cortex (primate) via individual heuristics.
Norris & Jager (2004) show the usability of this concept for the simulation of markets.
Within the Robotics layer (and, depending on the design, also the AI layer), a further splitting into
sub-layers might be reasonable (see section Robotics Layer).
In the following, the introduced layers of the TRASS agent model are presented in detail.
Physical Layer
As already mentioned, one has to consider several prerequisites for model abstractions when designing
a simulation framework. This concerns the precise modeling of real-world details, but also suffciently
large scenarios that can be modeled and computationally simulated in a reasonable length of time. The
abstractions which we have used will be described in the following, not neglecting the peculiarities of
a simulation in continuous space and the necessary geometric operations within the software.
The agents considered will usually represent real-world physical objects existing and moving in an
environment. Every agent has an attribute position within this environment (reference point in Cartesian
coordinates) and parameters such as direction as well as a geometric shape. As we restrict ourselves to
a two-dimensional world, both position and direction can be expressed by vectors with two components
(x, y) and (dx, dy) respectively. Regarding the agent shape, only the outline is of interest - the height
does not play a role. This outline could just be a polygon, as in the case of regions. However, during
the simulation a large number of distance calculations (including the test whether two agents might
collide) and a frequent update of the outlines of the agents are necessary, both of which need a large
amount of computing resources. We therefore chose another, additional abstraction which allows for a
very effcient calculation: The outline of an agent is approximated by circles with an arbitrary level of
detailing. This means that it is up to the user to appoint the number of circles used for the approximation.
The shape can even be changed during a simulation run, as the number and size of the circles which
form the outline can be changed.
Thus the shape is described by a set of circles with different radii whose centers are defned by polar
coordinates with respect to the Cartesian reference point of the agent. This makes it easy to perform a
collision test by simply calculating the distance between two circles.
The second important component is the sensor, which allows the agent to perceive its environment,
i.e. other agents and the topography. Whereas in the case of grid-based topographies neighboring cells
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are defned by von Neumann or Moore neighborhoods, a continuous world makes it necessary to defne
a geometric structure for the perceivable part of the environment.
Much like in the case of the shape, here, too, the sector of a circle is an abstraction that complies
with real-world details (e.g. the range of vision of a human) and additionally allows for a simple and
computationally fast modeling. Exactly as in the case of the shape-determining circles, an agent can be
equipped with an arbitrary number of circle sectors by defning the centre of the sector, but additionally
by defning the direction and the angle of vision . Which sector is used in a particular situation is
determined adaptively. A car driver might have different perception sectors: wide angle forward, nar-
row angle to the left and right, backward mirrors etc. Figure 3 displays the geometric details of shapes
and perception sectors of the agent model.
The function of the sensor unit is to identify whether another agent or a border of a topographic
region is within the vision range of an agent. The perception process consists of several steps. The
frst step is the calculation of the distance between the centre of the sensor sector and the circle of the
shape of the other agent. If this yields the distance d smaller than the length of the sector, then a second
step calculates the angle between the direction of the perceiving agent and the sight line towards the
perceived agent. If the value is within the interval of the perception sector, then the shape circle of the
other agent is within this agents perception area (Figure 4).
Detecting the boundary of a topographic region is done with a similar procedure. Only two steps
are needed in order to fnd out whether there is an overlap between region and sensor. If in the frst step
an overlap between the circular hull of the polygon and the sensor is found, only then will all edges of
the polygon be tested for intersection or inclusion with the sectors of the sensor.
The results of all calculations are stored in collections separately for agents and regions. Further
investigation of details about the perceived objects is done via inter-agent communication when such
information is needed within the layers of the behavior model.
The communication area is an additional feature similar to perception sectors which is important
for attribute retrieval. During processing of a request from agent B, agent A checks whether agent B is
Figure 3. Agent shape (dark gray) consisting of three circles with reference point (x, y) and sensor (light
gray) with direction , central angle and radius r
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situated within one of agent As communication areas. Depending on the result of this check, agent A
possibly sends different information or does not respond.
The purpose of this concept can be illustrated by an example. A stop sign at a road junction (as a
physical object) can be perceived by all agents heading towards the sign. But only for agents arriving
from one distinct road will the sign hold the special message to stop in front of the junction. For all
other agents the sign is just an obstacle which should not be knocked down.
All components and attributes of the physical agent model are summarized in a class diagram (Fig-
ure 5). While the specifcation of values for reference point, orientation and velocity is obligatory, an
agent can utilize any subset of the other features (shape, sensor and communication area) according to
the requirements.
Robotics Layer
In accordance with the structure presented in Figure 2, therobotics layer flls the gap between the low-
level attributes of the physical layer and the abstract strategic decisions treated by the AI layer. Thus,
the design of the robotics layer is extremely important for the entire system.
In many cases, activities performed by humans are not initiated explicitly by reasoning processes,
but rather by a repertory of heuristics of action learnt by experience. Therefore it seams reasonable to
transfer such heuristics into artifcial agents, which is the purpose of the robotics layer.
An approach often applied in the domain of autonomous robots is the Finite State Machine (FSM),
originated by Hopcroft & Ullman (1979). A commonly used graphical representation of an FSM is
Harels statechart (Harel, 1987).
An enhanced type of Finite State Machine inspired by the extensions proposed by Harel was
chosen as the methodological basis for the robotics layer. A notation similar to the UML state diagram
is used here for graphical representation (Figure 6).
The FSM applied in TRASS is formed by hybrid automata (hybrid because of the active character of
the state transition, as described below) and consists of a fnite set of states of which one can be exclu-
Figure 4. Perception process: The agent on top checks whether the agent at bottom right is situated
within the sensor area by calculating distance d and angle
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sively activated at any time. The transition from one activated state to another is described by functions
for each state and initiated by events.
For each state, an entry-action, an exit-action and an activity, as well as associated parameter sets,
can be defned. The entry-action is executed when the state is activated as successor of a different state.
Accordingly, the exit-action is executed for a state that is deactivated with a different state as successor.
In contrast, the activity is executed every time a state is activated or re-activated, i.e., even if the result
of the transition is to retain the actual active state.
The state transition process is divided into three steps:
Within the frst step, information as source for an estimation function is collected and pre-pro-
cessed. The pre-processing aims to categorize the information and flter out irrelevant data.
The second step carries out the estimation function with the pre-processed information as input
and the reference to the successive state as output.
The third step fnally confgures and activates the successor of the actual state.
Figure 5. Physical agent properties
Figure 6. Symbol for State with explicit declaration of the Transition Function
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A distinctive feature of the FSM concept realized in connection with TRASS is the nesting of several
automata in a hierarchy of levels. Each level contains a complete automaton, whose state-actions and
state-activities affect the automaton on the level below by supplying the state transition functions and
by assigning values to the state parameters.
During execution of a state transition function, a trigger signal for state change on the automaton at
the level above might arise. This happens when the transition function cannot handle the input informa-
tion (because of missing or unknown data).
Special attention needs to be paid to the automata on top and at the bottom of the hierarchy. While
the former is controlled by an external entity (in TRASS by the AI layer), the latter operates on another
entity outside the robotics layer (in TRASS the physical layer).
The actual implementation of the robotics layer in TRASS makes use of a three-stage hierarchy of
automata levels (Figure 7). The specifc functions of the levels are defned as follows:
1. Level one represents basic actions which are usually conducted without thinking by humans (e.g.
turning the steering wheel). The state activities on this level directly modify the physical agent
attributes during the lapse of time. Due to the time-discrete simulation model, the activities are
Figure 7. Nested FSM structure for the Robotics layer; T

is the symbol for transition template; {T}


and {A} are sets of transitions and actions, respectively
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adjusted for the duration of a discrete time step. Furthermore, state activity and transition function
are executed at every time step.
2. Level two deals with activities composed of basic actions (e.g. hold the centre of a lane).
The state-activities at this level confgure the transitions for the level 1 automaton. A possible state
transition at level 2 is triggered by the transition functions of level 1.
3. Level three subsumes all required plans for complex activities a human is aware of when executing
(e.g. lane change operation). The impact of activities and the mechanism for triggering a transition
is analogue to the level 2 automaton. The transition functions for level 3 are provided by the AI
layer.
Each layer is equipped with a perception flter for processing the data from the perceived environ-
ment. The flter is fed with perception data from the sensor unit or the underlying level respectively.
The output data is reduced to signifcant information and presented in appropriate structures.
In order to demonstrate the utilization of this concept in the context of behavior modeling for agents,
a slightly more comprehensive example will conclude this subsection. The technical capabilities of this
sample agent type are restricted to driving in lanes and cross roads, and conducting lane changes.
First, the specifc automata on the three levels of the robotics layer will be discussed.
On level 1 the automaton state activities manipulate the physical agent attributes velocity v and
direction during lapse of time. The states corresponding to the basic actions and the relation between
them are shown in Figure 8. A basic action conducted automatically by a skilful driver in this context
is e.g. to apply adequate pressure on the brake or accelerator pedal to achieve a desired velocity.
Meaning and effect of the respective states are:
Idle: The vehicle remains in the current status. v and remain constant.
Accelerate: The driver accelerates or decelerates the vehicle. Parameter a determines the actual
intensity of acceleration and v the desired velocity. v is modifed, remains constant.
Figure 8. Sample FSM for Robotics Action Level
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Bend: The driver turns the steering wheel with the move determined by parameter m in order
to gain a new direction specifed by . v remains constant, is modifed.
Accelerate/Bend is a combination of the states Accelerate and Bend. Both v and are modifed.
The states at level 2 describe several basic driving maneuvers (Figure 9). The following activities
(parameter v indicates the desired velocity) are considered:
OffLane: The driver steers the vehicle onto a topographic region not marked as a road (e.g. cross-
ing, parking area), heading towards a target tg.
LaneCenter: The driver steers the vehicle in the centre of a lane.
LaneCenter/LaneEndAhead: The driver steers the vehicle in the centre of a lane and reaches the
end of the lane (because of a bend or a crossing ahead).
Bend: The driver steers the vehicle into a bend.
LaneBorder: The driver steers the vehicle in the direction of the (left or right) lane border with
angle . This maneuver might be part of a lane change for example.
The level 3 automaton covers complex driving maneuvers (Figure 10), such as:
GoAhead: The driver follows the course of the road with intended velocity v taking traffc rules
and road situation into account.
Cross: The driver passes an intersection with intended velocity v, heading towards outbound
lane out.
ChangeLane: The driver performs a lane change to the left or right side according to parameter
dir.
Figure 11 shows a snapshot of a typical situation for car traffc. Agent a1 is approaching from north
at a crossing and has switched on a widespread perception sector to examine the crossing area. The
actual state of a1 is {L1:Idle; L2:LaneCenter/LaneEndAhead; L3:GoAhead}.
Figure 9. Sample FSM for Robotics Basic Operations
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Figure 10. Sample FSM for Robotics Complex Operations
Figure 11. Sample simulation snapshot
From west another agent a2 is driving towards the crossing with presumably high velocity (because
a2 will be perceived by a1 in the actual time step for the frst time).
The program fow within the robotics layer of agent a1 for this distinct time step is explained in
Figure 12.
AI Layer
Beyond the physical properties and technical abilities of the agents described so far, another level of
mind exists in human beings that make this species unique from most other creatures: the ability to
reason about problems and make strategies and plans for solving them. These capabilities are subsumed
under the keyword of (human) intelligence.
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Scientifc research on this topic during the past decades has originated in numerous systems where
intelligent behavior is achievable for restricted domains.
The agent-based concept represents an approach on implementing such systems. A keyword often
mentioned in this context is Distributed Artifcial Intelligence (DAI).
Characteristic for this concept is not to create single entities with very high complexity, but to build
systems with a number of communicating entities of simple structure, which are able to let intelligent
structures emerge as a result of the interaction process.
The concept presented below aims at defning a model of mental activity for agents on top of a given
set of technical abilities. While the implementation of the technical issues is based on fnite state ma-
chines within the robotics layer, a variety of approaches and methods is feasible for a reasoning unit.
In TRASS, the enclosure for these methods is the AI layer.
As shown in the previous subsections, the interface of the AI layer is given by the top-level automaton
of the robotics layer. Communication on this interface is limited to the following:
The robotics layer sends a notifcation about an event in the perceived environment that cannot be
handled on a technical level. This could be a route decision at a crossing, the decision whether to
get ahead of or to stop in front of an obstacle or similar incidents.
Confguration and controlling of the robotics layers top-level automaton.
Figure 12. UML sequence diagram showing an incident that causes state changes at all automata levels
(Abbreviations of object names: Sensor=sensor unit of the agent; RL_levelx=level-x automata of robotic
layer; SensorProc_Lx=perception flter for level x)
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Hence, the AI layer has to cope with the following tasks:
observation and analysis of events reported by the robotics layer;
inter-agent communication in order to gather information from other agents or to respond on
requests;
reaction as a result of observation and communication;
action on the basis of layer-internal processes.
The operation of the AI layer will be illustrated by means of a few examples with respect to the
functionality of the robotics layer confguration from the previous section. This simulation model
comprises traffc fow scenarios in a simplifed urban environment, consisting of crossroads and road
junctions, linked via road segments.
An agent is driving on a road with the GoAhead state active. As soon as the agent arrives at a crossing
the robotics layer signals this event to the AI layer, which has to decide which outbound road to choose.
The decision could be the result of a stochastic process and the road alternatives might be annotated
with certain probabilities (like 0.3 for left bend, 0.2 for right bend and 0.5 for straight on). Just as well
a rule-based (follow the preceding car) or a knowledge-based decision is conceivable. In the latter case,
the agent must feature a memory which for instance contains a map of the topography (represented by
a graph data structure). The graph might be incomplete or partly defective, but could be completed or
corrected while driving through the road network.
In a road network paths to desired targets can be calculated applying well-known graph algorithms.
Once a path description (e. g. on intersection x go right, on junction y go left, etc.) is available, the actual
decisions can be extracted directly when needed. By calculating different path to a given target, game
theory-based approaches as suggested by Chmura et al. (2005) which already work for two-way-selec-
tion could be used to study more complex route choice behavior.
The examples above only describe reactive elements of agent behavior.
To achieve a more realistic agent habitus, proactive behavior must be added to the model. For instance
different driver characteristics (e. g. aggressive drivers conducting frequent lane changes) or driving
mistakes (driving against the traffc) could be simulated.
Examples of realizations of the AI-layer are presented in the subsection Research Prototypes.
Using TRASS
All concepts presented so far are incorporated in the TRASS software system and various associated
simulation models. The purpose of this section is to point out particular properties of TRASS from the
users perspective.
While the TRASS framework is basically suited for a notably wide range of applications, the model
properties involved foster certain types of simulation scenarios. Especially these scenarios will be part
of simulation projects, where
a medium quantity (up to several hundreds) of agents of different types and rather high complexity
are to interact within a fne-structured topographic environment;
the topography can be projected into one (or more) two-dimensional planes with polygon-shaped
structures (this is usually true for any kind of geographic maps);
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a free mobility of agents within the topography is important (e. g. to simulate authentic pedestrian
appearance, or incidents resulting from drivers bad or illegal conduct);
a simple and effcient but at the same time graphic visualization of the simulation runs is need-
ed;
after a rapid construction period, frst results have to be achieved and experimentation is to
start.
In contrast, TRASS will not be the best solution for simulation scenarios involving a very high amount
of (simple and uniform) agents or when the relationship between the agents cannot be represented by
the predetermined topography model.
The TRASS software system is composed of several components, which are shown in Figure 13.
The TRASS core is built around the simulation kernel, associated with the topography model, the
physical agent model and a powerful message-oriented communication system.
The communication system is used primarily for inter-agent communication including unicast (two
parties), multicast (group receiver) and broadcast (all components) message delivery, but also for ad-
ministration and controlling of simulation runs (messages from and to the observer).
Thus, the interface to the TRASS core includes the following aspects:
An API-like interface to the physical agent model which can be utilized directly by Java pro-
grams.
Confguration of actual simulation scenarios is described by XML fles.
While running a simulation, the access to time step-related attribute assignments is also available
via XML-shaped data.
Simulation runs are administered by messages which must be entered into the communication
system.
Figure 13. UML component diagram of TRASS
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An Integrated Development Environment (IDE) is provided in addition to the TRASS core, offer-
ing the user convenient access to all parts of the core functionality. The IDE features a Graphical User
Interface (GUI) for:
interactive construction and editing of topography and agents with many powerful drawing tools
available
the simulation timer,
animated visualization of simulation runs within the editor (with special functions for debugging
purposes); all geometric elements used for calculation can be displayed,
(statistical) analysis.
All these components of the TRASS software, a lot of sample models and the accompanying docu-
mentation can be downloaded and used by interested researches and practitioners. A common release
of the source code will be considered in the future. Please contact the author for further information.
Concept Validation
This section presents three examples of simulation models that were implemented using the TRASS
framework. These models are part of the validation process for the concepts described in the previous
sections.
The frst example is a real-life application with real topography and parameters for confguration
derived from empirical data. Thus, this scenario is of foremost signifcance for validation.
The other two examples show realizations of simulation models from the social sciences, ported in
the context of traffc simulation.
Real-Life Application
The subject of the practical example is the simulation of traffc fows within an urban area in maximum
load situations. Different types of traffc participants had to be considered. This simulation was part of
a project in cooperation with the local city administration.
In the frst project phase, the analysis and simulation of the current state was conducted for model
calibration and validation. In the following phase, the effects of various traffc planning concepts for
the projected reconstruction of this area were examined and visualized.
For each of the scenarios, detailed topographic information is available as well as empirical and
analytical load data.
Since it is crucial for this example that the reproduction of the topography is to scale and as detailed
as possible, raw data from different air photographs and maps was used.
A road network graph was extracted from the raw data using the editing facility of the TRASS
IDE. All nodes (representing crossroads and intersections) and edges (representing road sections) were
parameterized according to the given geometry, lane count etc. With this graph as an input, the IDE
generated an appropriate simulation topography automatically. Some fne-tuning was performed on this
topography to achieve the maximum similarity to the real shape (Figure 14).
After completion of the topography design, agents were added to the simulation environment. The
agent types incorporated in this example are
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sources, producing different types of traffc participants (like cars, buses, pedestrians etc.) with
an adjustable arrival rate;
sinks, removing traffc participants from the simulation world;
agents serving as signposts (mainly traffc lights and guideposts).
At the moment, the simulation scenario contains a detailed topography, several calibrated agent
types (cars, busses, pedestrians) and a traffc management system with interconnected traffc lights. In
this context, TRASS was used and evaluated by numerous students within the scope of seminar papers
and bachelors and masters theses. Further development in this feld is expected to be funded within the
MEET (Mobility Environment Event Traffc) project currently being applied for in an EU programme
(as of June 2008).
Research Prototypes
In line with an EU FP6 project called EMIL (Emergence in the Loop: Simulating the two-way dynamics
of norm innovation; Andrighetto et al., 2007), two other simulation examples were designed.
The EMIL project especially focuses on the modeling of norm innovation processes in societies by
introducing intelligent agents on different levels, which allows both modeling and observing the emer-
gence of properties at a macro-level and their immergence into the micro-level (Castelfranchi, 1998).
One scenario pursues the constitution of a uniform driving mode either left-hand or right-hand
traffc and is built upon stylized facts. Each car driver has the goal to move within a road network
preferably without colliding with other cars. This is ensured by conducting evasion maneuvers in case
of a confict (reactive behavior) on the one hand; on the other hand conficts can be avoided by (proac-
tive) adaptation of the driving mode that the majority of all drivers hold.
The implementation of the car drivers AI-layer is based on the simple opinion formation model by
Weidlich & Haag (1983).
Figure 14. Creating the simulation topography: Based on an air photograph a road network graph
was drawn (left), automatically converted into a polygon structure (middle) and afterwards manually
fne-tuned (right)
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The original version of this model includes two levels. At the macro level the current ratio of left-
hand to right-hand drivers is calculated embracing all existing agents, and stored within a scaled real-
valued variable x:
total total
total total
rightHand leftHand
rightHand leftHand
x
+

=

The range of x is within [-1, 1], where the minimum stands for all agents go right-hand, the maxi-
mum for all agents go left-hand, respectively.
At the micro level each agent decides (relying on the macro variable x) in every time step whether
to change or keep its actual mode. This is done by calculating the probability for an opinion change.
The probability function depends on the actual mode and reads for right-hand traffc as
) exp( x + =
and analogously for left-hand traffc:
)) ( exp( x + =
The meaning of the parameters involved is as follows:
fexibility (higher values increase the probability for opinion changes);
preference (for left-hand traffc when > 0, for right-hand traffc when < 0);
coupling (higher values increase the infuence of variable x).
Basis for the mode change decision is the comparison of the calculated probability with a random
number m (in the range [0; 1]).
Simulation runs with this model show expected results for typical parameter assignments. Within a
short period of time (which depends on the number of participating agents), a convergent state stabilizes
with equilibrium of emerging left-hand versus right-hand systems among the simulation runs.
An interesting variation of the Weidlich-Haag model transfers the variable x into each agent, thus
not modeling the macro level explicitly. The value of the internal x-variable of agent A is no longer
determined on the base of all agents in the world, but on the agents which are perceived by A in the
respective time step t:
rightHand leftHand
rightHand leftHand
x
t
+

=
The value calculated is smoothed by the present experience:
1000
999
t
x x
x
+
=
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Simulation runs with this model show a slightly different picture in comparison to the original model.
At frst a convergent state emerges and stabilizes for a spell of time. At certain situations (many small
car clusters with large gaps in between) a single agent, driving on the wrong side by chance, is able
to overturn the current state and establish a new stable state with the opposite sign.
Another, more sophisticated, scenario in the context of the EMIL project examined the formation
of norms in a traffc scenario incorporating two different types of traffc participants (Lotzmann &
Mhring, 2008). One of the key deliverables of EMIL is an architecture template for normative agents
in combination with a message-based communication concept (Andrighetto, Campenn & Conte, 2007).
This message concept involves messages which can be presented in different modals, amongst others:
assertion, to utter a fact (e. g. information about an environmental state);
behavior, to inform about an action carried out;
deontic, to communicate obligations, forbearances or permissions;
sanction, to issue a moral evaluation on an action or state.
This architecture was already employed in other applications (e. g. norm emergence in a Wikipedia
community; Troitzsch, 2008). The purpose of the re-implementation within the AI layer of TRASS-
agents was to advance the development of a general method for describing the dynamics of normative
agents and the process of norm formation.
The traffc scenario consists of a simple topography: a straight one-way road and two meadows to
the left and right of the road. A small segment of the road has a special mark (much like a crosswalk).
Situated within both meadows, a number of pedestrian agents (which is constant during a simulation
run) move around. From time to time each pedestrian gets an impulse to reach a target point on the
opposite meadow within a given period of time. For this activity, the agent can choose between the
direct way to the target or a detour via the crosswalk. The road is populated by car agents who attempt
to reach the end of the road at a given point of time.
For both types of agents, the deviation from the allowed duration leads to a valuation of the recent
agent activity: a penalty when more time was required and accordingly a gratifcation when the target
was reached early.
Due to the interaction between agents, occasional (near-) collisions are likely to happen. Such an
incident, when occurring between a car and pedestrian, is classifed as undesirable. Observations of a
collision provoke other agents to issue sanctions against the blamable agents. The strength of the sanction
is determined by various factors refecting the environmental situation (e.g. the road section in which
the collision occurred) and the normative beliefs of the valuating agent (e.g. a collision on a crosswalk
might result in a harder sanction than on the rest of the road). Sanctions lead to a temporary stop of
motion for the involved agents. Hence, to avoid sanctions is a competing goal to the aforementioned
aims (reaching the target point or end of the road, respectively, in due time).
Several steps were conducted to map this informal concept into the frame given by the theoretical
foundation developed in the EMIL project.
A classifcation of the expected information transfer to the message types defned in EMIL is neces-
sary in a frst step. Each agent is able to perceive its environment and to conduct actions in order to adjust
its own parameters of motion or perception. These agent-internal processes can be mapped to EMIL
messages with modals assertion and behavior. In addition, agents can send and receive messages
to and from other agents. The content of the messages are different kinds of notifcations such as posi-
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tive or negative valuations and sanctions, presented in modals sanction, deontic or valuation in
the EMIL frame. While these message exchanges are either intra-agent matters or speech acts between
exactly two agents, another agent property is important for a norm formation process. This is the abil-
ity to listen to the communication of other agents in order to gain information about the experience of
those agents, and to learn from this information.
With regard to this message classifcation, rules for the specifcation of agent behavior are defned
in a second step. The structure of a rule follows an event-action scheme where a set of events triggers
with certain probabilities actions from an action set. In this model, all events are coupled with message
receiving and most actions are expressed by message sending activities. Furthermore, additional actions
for learning are defned.
All rules are constructed with the help of event-action trees, a special type of decision tree. For
each event an arbitrary number of action groups is defned. Each action group represents a number of
mutually exclusive actions. All edges of the tree are attached to selection probabilities for the respective
action groups or actions. While the structure of the scenario-specifc (initial) event-action trees is static,
the selection probabilities may change during the simulation in a learning process. Figure 15 shows an
example for this kind of learning process involving event-action trees suitable for car driver agents (with
events E10, E20 and E30, action groups G1 and G3, and actions A10, A11, A12 and A30).
During a simulation, relations between specifc events will appear. The recognition of such relations
leads to the linking of several event-action trees. This can be considered as a higher stage of the learning
process, resulting in the formation of more complex rules.
With these behavioral rules, norm candidates emerge as soon as the majority of the population start
to use the same rules with similar probability distributions. Agents usually start to defend the norms
Figure 15. Learning process for a car driver
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they are aware of (via sanctioning other agents abnormal behavior), leading to a further spreading of
the respective rules. This distributed norm candidate will then be transformed into a norm as soon as
the number of norm defenders exceeds another threshold.
CONCLUSION
In this chapter, an approach for traffc simulation is presented that incorporates an agent model built
upon mental and cognitive processes of humans. These properties in combination with the overall agent
autonomy allow for interaction between agents representing human traffc participants in multiple roles
within an artifcial environment.
The distinct aspects of the agent model are represented by different layers:
Physical layer for agent appearance within the topography model,
Robotics layer covering technical aspects of agent behavior and
AI layer for representing mental properties of human traffc participants.
A realization of this agent model was implemented on the base of the universal multi-agent frame-
work TRASS. While the physical layer is an integral part of the TRASS framework, the other layers
constitute a specialization of the core framework which in turn can serve as a behavior reference model
for a broad range of traffc application: from research prototypes for exploring of social phenomena to
large-scale scenarios for traffc planning analysis and forecast.
Hence, the TRASS multi-agent core framework, specialized with the behavior model and in com-
bination with a convenient user interface, can be considered as an optimal platform to effciently de-
sign various kinds of simulation scenarios in an interactive manner and to test, visualize and analyze
simulation runs.
The aim of the chapter was to give the reader an introduction to an approach for handling more com-
plex traffc simulation tasks, where individual behavior which cannot be specifed by the explanatory
power of a simple mathematical car following model of autonomous traffc participants is the key to
reproducing manifold emergent phenomena observable in real traffc systems. Besides, whoever might
want to use simulation software will fnd suggestions to aid the decision-making on which tool can be
used for their own project.
FUTURE RESEARCH DIRECTIONS
Two directions for future work are of special interest:
continued development of the framework towards distributed execution and towards a visual
programming of agents,
trying out additional simulation applications within our simulation framework in order to fnd out
what has to be improved and extended, particularly with respect to the agent behavior models.
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TRASS
Within all future work on and with the tool, a simulation specifc aspect of parallel and distributed
execution will have to be dealt with (beside the known challenges of, for instance, synchronization): the
replicability and validation of round-robin based simulation models. Many simulation models contain
stochastic processes which are simulated with the help of pseudo-random number generators. Initializ-
ing these generators with appropriate seeds leads to identical initial conditions which result in identical
simulation results, but only in the case of sequential execution. Only in this case, model parameters can
be calibrated, and validation and sensitivity analysis can be carried out reasonably.
Any true parallel execution makes appropriate measures necessary to replicate simulation runs. It is
the process scheduler of the operating system that decides which part of a parallel program is executed
by which processor. As a rule, the application has no infuence on the process scheduler. This is why
distributed parallel execution of stochastic models, which use pseudo random number generators, in-
troduces an additional stochastic effect. This additional stochastic effect, which is not under control of
the modeler, is undesirable in the context of model replication, verifcation and validation, but might be
useful in practical scenarios with suffciently tested, verifed and validated simulation models.
Another direction for further development is the trend to visual programming and model driven
architectures (MDA). Interactively drawing structures much like the one already implemented for
modeling topographies should also be possible for the automata of the robotics layer and particular
approaches of the AI layer. This further development might be inspired by recent developments of tools
such as Repast Simphony (North et al., 2005).
On the other hand, the development of new and the enhancements of existing agent models on the
AI layer level is important. One approach is a widespread introduction of normative agents in diverse
simulation applications. These agents should be able to learn traffc rules by observation and experience
and save them as explicitly internalized norms. This approach would start from the examples presented
in the concept validation section of this chapter.
Moreover, many other challenges, such as evacuation of buildings and city quarters, and the opti-
mization of public transport, can be found for agent-based simulation which can be (or even have been)
implemented within the TRASS framework.
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ADDITIONAL READING
Traffc Simulation
Balmer, M., Cetin, N., Nagel, K., & Raney, B. (2004). Towards truly agent-based traffc and mobility
simulations. In Proceedings of the Third International Joint Conference on Autonomous Agents and
Multiagent Systems (AAMAS 04) (pp. 60-67). Washington, DC: IEEE Computer Society.
Bazzan, A. L. C., Wahle, J., & Klgl, F. (1999). Agents in traffc modelling - from reactive to social
behaviour. In Proceedings of the 23rd Annual German Conference on Artifcial Intelligence (KI 99)
(pp. 303-306). Berlin: Springer.
Chmura, T., Kaiser, J., Pitz, T., Blumberg, M., & Brck, M. (2007). Effects of advanced traveller informa-
tion systems on agents behaviour in a traffc scenario. In T. Pschel, A. Schadschneider, R. Khne, M.
Schreckenberg, & D. E. Wolf (Eds.), Traffc and Granular Flow 05 (pp. 631640). Berlin: Springer.
Helbing, D. (2001). Traffc and related self-driven many-particle systems. Reviews of Modern Physics,
73(4), 10671141.
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Helbing, D. (2007). Self-organization and optimization of pedestrian and vehicle traffc in urban en-
vironments. In S. Albeverio, D. Andrey, P. Giordano, & A. Vancheri (Eds.), The dynamics of complex
urban systems: An interdisciplinary approach (pp. 287309). Berlin: Springer.
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Agent-Based Simulation with Connection to Social Sciences
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4(5), 41-60.
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IL: University of Chicago Press.
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ing artifcial societies through learning. Journal of Artifcial Societies and Social Simulation (JASSS),
9(2).
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for design innovation. Advanced Engineering Informatics, 20(3), 313-320.
Uhrmacher, A. M., & Weyns, D. (Eds.). (2009). Multi-agent systems: Simulation and applications.
London: Taylor and Francis.
Normative Agents
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putational & Mathematical Organization Theory, 12(2-3), 227-250.
Silva, V. T. (2008). From the specifcation to the implementation of norms: An automatic approach
to generate rules from norms to govern the behavior of agents. Autonomous Agents and Multi-Agent
Systems, 17(1), 113-155.
Layered Agent Models
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(pp. 446474). San Francisco, CA.
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Software Development
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108
Chapter V
Applying Situated Agents to
Microscopic Traffc Modelling
Paulo A. F. Ferreira
University of Porto, Portugal
Edgar F. Esteves
University of Porto, Portugal
Rosaldo J. F. Rossetti
University of Porto, Portugal
Eugnio C. Oliveira
University of Porto, Portugal
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Trading off between realism and too much abstraction is an important issue to address in microscopic
traffc simulation. In this chapter the authors bring this discussion forward and propose a multi-agent
model of the traffc domain where integration is ascribed to the way the environment is represented
and agents interoperate. While most approaches still deal with drivers and vehicles indistinguishably,
in the proposed framework vehicles are merely moveable objects whereas the driving role is played
by agents fully endowed with cognitive abilities and situated in the environment. The authors discuss
on the role of the environment dynamics in supporting a truly emergent behaviour of the system and
present an extension to the traditional car-following and lane-change models based on the concept of
situated agents. A physical communication model is proposed to base different interactions and some
performance issues are also identifed, which allows for more realistic representation of drivers be-
haviour in microscopic models.
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Applying Situated Agents to Microscopic Traffc Modelling
INTRODUCTION
Using simulation is imperative for planning and realising the correct relation among parameters of any
application domain. In the traffc engineering domain, however, most analyses are carried out on an
individual basis as an attempt to reduce the number of variables observed and to simplify the process
of fnding out their correlations. This brings about the issue of how different standpoints from which
the domain is viewed could be coupled in the same model and simulation environment in order to al-
low for wider analysis perspectives (Barcel, 1991; Grazziotin et al., 2004; Rossetti & Bampi, 1999).
This is not a recent concern, though. The basic general framework for a fully transportation theory
identifes two different concepts, borrowed from Economics, which encompass all aspects related to
demand formulation and supply dynamics within the framework, including multi-modal selection and
activities planning (McNally, 2000).
Arguably, realistic models are the frst instrument to allow the integration of different analysis per-
spectives in virtually any application. However, modelling is not an easy task and abstraction is often
necessary in order to make thinks feasible. The autonomous agent metaphor has been increasingly used
in this way and offers a great deal of abstraction while important cognitive and behavioural character-
istics of the system entities are preserved. Also, advances in engineering environments for multi-agent
systems (MAS) have fostered the idea of overall system behaviour that emerges from the interaction of
microscopically modelled entities.
Some examples of MAS applied to the feld of traffc and transportation engineering can be found
in the literature (e.g. Bouchefra, Reynaud, & Maurin, 1995; Roozemond, 1999; Davidsson et al., 2005;
Oliveira & Duarte, 2005, to mention some) and are further discussed elsewhere in this book. However,
most of the applications are concerned with the control system, even though it is possible to recognise
an increasing interest in the representation of the driver elements and the way they interact and com-
municate (e.g. Burmeister, Haddadi, & Matylis, 1997; Rossetti et al., 2000; Rossetti et al., 2002; Dia
2002). To increase complexity, transportation systems have recently evolved so quickly as Intelligent
Transportation Systems (ITS) start to make part of everyones daily life. According to Chatterjee &
McDonald (1999), the underlying concept of ITS is to ensure productivity and effciency by making bet-
ter use of existing transportation infrastructures. Now, a wide range of novel technologies is presented
to the user and start to directly affect the way individuals perceive their surrounding environment and
ultimately make decisions, which must also be taken into account.
In very basic terms, the moving element in this whole picture is the vehicle that moves from one
point to another throughout the network. Disregarding the importance of pedestrians in the frst stage
of this work, we consider bicycles, motorcycles, automobiles, trucks and buses as examples of moving
elements. However, they are actually moving objects steered by their drivers and sometimes occupied
by many other passengers that are people with a trip purpose. Also, their decision concerning how the
trip will be carried out in most cases seeks to minimize some individual sense of cost. Therefore, we
make a clear distinction between travellers and vehicles, as we shall see later on in this chapter.
Indeed, from a transport planning perspective, the inhabitants of urban areas are potential travellers
with specifc trip needs. Prior to each journey, travellers must make some options basically regarding
mode of transport (whether to drive their own cars or to take a public transport service, for instance),
the itinerary and a departure time. To the contrary, in the traffc system perspective, fow is actually
formed of each single vehicle. As a simplifcation then, drivers and vehicles are dealt with indistin-
guishably in virtually the totality of microscopic models (Gipps, 1981; Gipps, 1986; Hidas, 2005). In
110
Applying Situated Agents to Microscopic Traffc Modelling
the microscopic point of view, however, it is the driver behaviour that infuences traffc fow. Actually,
drivers manifest an interesting yet implicit social interaction they compete for the limited resources
of the network infrastructure. These different interactions may emerge on an aggregate perspective as
these properties will become available in terms of natural stimuli to the inhabitants, who will behave
accordingly as they have different perception capabilities and different goals. A proper modelling of
the environment then is imperative to allow such specifcities of human behaviour to be represented in
microscopic traffc simulations.
In this chapter we bring this discussion forward and ascribe to the environment the responsibility for
coping with the complexity inherent in the transportation domain, more specifcally in the feld of traffc
modelling and simulation, in order to provide engineers and practitioners with an adequate framework
for integrated analyses. Complexity is expected to emerge from the interaction of simpler self-cantered
autonomous entities in pursuit of maximizing some individual or collective utility measure. We start
by presenting the environment as an interaction means, in next section, where a detailed explanation
on the interaction mechanism used to support the implementation of situated agents is presented. In
the following section we conceive the architecture of a system to support practical simulation of traf-
fc scenarios on the basis of the concepts discussed, which is followed by some interaction examples
to illustrate the approach proposed. In last section, some conclusions are drawn and presented with
important considerations for future developments.
THE ENVIRONMENT AS AN INTERACTION MEANS
Agents and their Environment
The perspective over environments for MAS has been changing in the direction of an increasing im-
portance of this entity. Weyns at al. (2005a) stress out the importance of considering the environment
as a frst-order abstraction in the engineering process of developing MAS. The authors recall a classical
defnition of autonomous agent: a system situated within and a part of an environment that senses that
environment and acts on it, over time, in pursuit of its own agenda so as to effect what it senses in the
future (Franklin & Graesser, 1996). From this defnition, elsewhere Weyns at al. (2005b) state the
importance of the environment as the medium for an agent to live, or the frst entity the agent interacts
with. He also recalls the notion of embodiment as the fact that an autonomous agent has a body that
delineates it from the environment in which the agent is situated.
Let us take a better look at the defnitions above (of autonomous agent and of embodiment). The frst
states that the agent is not only situated in the environment: it is a component part of that environment.
While not contradicting, this is diverse from the second defnition which presents the agent and the
environment as separate (and separable) entities. We could redefne an agents body as a subset of the
environment. This allows us to clearly defne the agent (the agent still has a body) while providing a
wider and more complex notion of environment. We will refer to the agents body as the agents internal
environment. The environment without the agents body is the agents external environment.
Odell, Parunak, & Fleischer (2003) differentiate between physical environment and communication
environment. The physical environment models the physical existence of objects and agents, whereas the
communication environment includes the structures that support exchange of information (knowledge).
These include roles, groups and communication protocols. They further defne social environment as
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Applying Situated Agents to Microscopic Traffc Modelling
a restriction to the set of communication environments. A social environment is a communication
environment in which the agents interact in a coordinated manner. Note how the defnition somehow
restricts the forms of communication that may occur in a MAS. Tummolini et al. (2004) introduce Be-
havioural Implicit Communication, in which case communication clearly occurs at the physical level
(via perception), diverging from the defnition presented by Odell, Parunak, & Fleischer (2003).
Both views can be unifed by extending communication to the physical environment. We then classify
communication into two main modes: implicit communication, occurring in the physical environment
and explicit communication, occurring in the communication environment and regulated by high-level
protocols (out of the scope for this chapter). We further classify implicit communication into two distinct
forms: physical communication (related to the observability of objects and agents) and behavioural
communication (related to the observability of agents actions). For the rest of this chapter, we focus on
the implicit forms (physical and behavioural).
Physical communication occurs when an agent produces infuences over its external environment,
these infuences produce a state change in that environment, that state change is perceived and inter-
preted by another agent (could be more than one), and this agent possibly changes its own behaviour in
face of the interpretation of the perceived facts. As an example of physical communication, consider the
following scenario. When a driver wishes to communicate a lane change to its neighbouring agents, it
switches the appropriate car light on. This implies producing an infuence that will most likely result
in a state change of the vehicle object controlled by the driver. This change will be detected by the
agents that pursuing their own agenda, are scanning the environment for visual perception. Some of
the agents will interpret the state change as an intention of the peer driver and possibly change their
own behaviour in face of the peers intentions.
Behavioral communication works the same way around, with the difference that it occurs when an
agent produces infuences over its own internal environment. Examples would be a semaphore control-
ler agent switching the signals, or a fagman waving his arms. The action consists of a list of infuences
over the agents own body (the internal environment), although success or failure may still depend on
the external environment (i.e., a power failure would prevent the semaphore controller from switching
the lights). This is a very important feature of the model. An agent does not fully control its internal
environment, since it is also a part of the coexisting agents external environment, and so the agent may
be forced by these external actions, at least up to some extent. Finally, an action may infuence both
the internal and external environments at the same time. This is transparent in our model, since both
forms of communication are leveled by the way agents send their infuences and receive the messages
(via perception).
The Environment Model
With these notions of environment and communication in mind, we will elaborate a defnition of physi-
cal environment that stresses on the fact that an agent (and all other agents and objects) is part of the
environment, instead of being merely inserted in it. We defne it as collection of entities and laws. Enti-
ties may be objects (inanimate, yet possibly reactive or interactive) and agents (animate and partially
autonomous). These entities and their interactions are ruled by a set of laws about their own properties
and about the environment. All these collections are dynamic (objects may be created, consumed,
transformed into other objects; agents may enter or leave the environment, die or be born). As a
draft of a more formal approach we may say that:
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Applying Situated Agents to Microscopic Traffc Modelling
Env(t) = {Objs(t), Ags(t), Laws(t)}
An object is characterized by:
A set of perceptible features (PF), representing all possible features that may be perceived by agents.
A feature may or may not be active. We could identify the set of active features in a given time t
as PF(t). It should also be possible to provide the features with operational (run-time) parameters.
As an example, consider the lights of a car. They are always perceptible but the current state of
the light may change in each time step (it makes sense that a light is a feature that is always active
but it may be on or off e.g., it is a run-time parameter of the feature).
A set of interactive features (IF), representing interfaces that provide the environment access to
modify the object state. Agents will not have direct access to the IFs. The set of active features in
a given time t is IF(t).
A set of properties (SP), representing part of the internal state of the object. Note that we do not
restrict the internal state to SP. Instead, we consider SP is part of the entities internal state (which
also includes the PF and IF sets).
To limit the agents autonomy, refecting the fact that agents are conditioned by the environment
which they are part of, and allow for infuences of the environment over themselves, we defne agent
as a subclass of object. The agent may at best have partial control over these infuences. This is funda-
mental to our approach. We long for a highly complete model to accommodate complex environments,
allowing agents and agents actions to be perceived by other agents (agents actions also have percep-
tible features) and forced infuences from the environment to be performed on the agents. Besides the
inherited sets, an agent has:
A set of perception abilities (PA), that the agent uses to send messages to the environment express-
ing the current foci of the preceptors and receive messages from the environment with perceptual
representations (we will elaborate on this). For performance reasons, only one message is sent/re-
ceived at each time step, possibly containing several foci/representations.
A set of action abilities (AA), that the agent uses to send messages to the environment expressing
infuences over the agents internal and/or external environments (again, we will restrict agents to
send only one message in each time step, though possibly expressing several infuences).
Figure 1 illustrates how these sets provide the interface with the external environment of both agents
and objects.
The Interaction Mechanism
To connect the basic concepts of our model, we illustrate the relations among the fundamental entities
and roles in a class diagram where the roles are specifed as interfaces (see Figure 2).
The basic design of the suggested architecture is to consider that every entity in the traffc system is
an object that infuences the PFs of agents (which are also objects). To achieve a desired perception of a
part of the environment an agent becomes a listener by sending its foci to a mediator. All objects within
the listener foci become its casters (becoming a caster of a listener means that the listener must perceive
113
Applying Situated Agents to Microscopic Traffc Modelling
Send()
Objects
Internal
Processes
Agents
Internal
Processes
SP
SP
PF
PF IF
AA PA
IF
Read() Write()
Recv()
Send()
Read() Write()
External Environment
Figure 1. Primary interfaces of objects and agents with the external environment
Entity Environment Law
Obj ect
Agent
interface
Mediator
interface
C aster
interface
Li stener
1
*
1
1 *
1 *
Figure 2. Class diagram with the fundamental entities and their roles
114
Applying Situated Agents to Microscopic Traffc Modelling
the casters PF). The mediator is responsible for translating the casters PF according to the current state
and laws that rules the world and sending the set of perceptions to the listener accordingly. The inter-
pretation of the set of PFs received by each listener are stored or updated in the knowledge base of the
respective agent. We name this type of knowledge as the agent cognitive memory, or just memory. In
some other approaches, this information could integrate the beliefs set of an agent (Wooldridge, 1999).
Anticipating performance issues, and relating model elements to real world counterparts, we consider
that the traffc environment can be divided into zones, each of which will be assigned a mediator. More
on this topic will be discussed later on in this chapter.
Thus, each mediator contains a representation of all entities inside its zone. So a listener sends its
infuence (for example a car that accelerates infuences the external environment) and its foci to the
mediator that updates its zone representation. The mediator contains a representation of every agent
structure, allowing the correct interpretation of the agents set of PF and all its internal states, and updates
the necessary information into that structure based on the infuence sent by the listener. The infuence
created by an agent affects the entire surrounding environment and consequently the perception of it.
The mediator is also responsible for fnding the correct casters for each listener based on the foci sent
by each agent in every time step. All objects inside a given foci become casters to that listener. These
casters are basically the entities that exist in the mediator, representing agents or objects in its environ-
ment zone that are inside the agent foci.
The mediator is able to read and write the state of any object including access to the objects PFs
(for example, if an agent is a car and it decides to turn on the lights it will change the characteristics of
the front vehicles because they become more illuminated, so a perception feature (illumination) was
changed in those vehicles because of an infuence made by the listener. Therefore the mediator needs
to access those objects internal perception feature set, search for the illumination perception feature in
it and change it to a new value accordingly). If necessary, then the mediator alters the perception fea-
tures of the casters based on the infuence provoked by the listener and after it reads all of the casters
perceptions features. With this information it builds the perception of the listener having into account
the laws of the environment (for example, if a listener is looking at its front and has a truck and a car
as its casters, if the caster car is in front of the truck and the listener car is very near to the truck the
listener car cannot receive perception of the caster car, unless the law of the environment rules that
trucks are transparent).
With these perceptions received the listener must update its cognitive memory. Such a memory can
be understood as a human driver mental perception of objects surrounding its vehicle (e.g. other cars,
traffc signs, traffc lights, people, buildings, and so on). An agents memory is dynamically updated ac-
cording to the perceptual representations received by its PA and by the execution of AA. After fnishing
updating all agents memory, a time step cycle is concluded. When a new one begins each agent has to
decide on the action (infuence) it must take, and where to focus its attention on. The decisions are made
based on the information of the agents memory updated on the last time step, and on its own desires
(desired destiny, desired speed, desired sight, and so forth). Sometimes the information contained in its
memory is not enough for an agent to transform a desire into an intention causing the agent to engage
in a course of actions (e.g. it desires a left lane change but the left back vehicle perception is too old to
risk it without updating it frst). In these cases, an agent can continue its movement and focus its atten-
tion to the desired scene in order to obtain the necessary information to fulfl its desires.
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Applying Situated Agents to Microscopic Traffc Modelling
The model of the interaction mechanism explained is depicted in Figure 3, in form of a sequence
diagram, and the concepts herein presented are illustrated in a more concrete way through example
scenarios later on.
OVERVIEW OF THE SYSTEM
According to what has been discussed so far a distributed system is defned to support the implementation
of a microscopic simulation engine (MSE). The MSE contains all the world states and objects, and the
laws of the world. It also contains the mediators that will translate and send the updated perceptions of
objects to the agents that need them. The necessity of a distributed system is a must to guarantee system
effciency and also as a natural way to implement the entities of our application domain.
System Architecture
Basically the world is represented by a set of zones each containing a mediator. Each zone runs inde-
pendently, having a centralised process that is responsible for the coordination of the world time steps
(it guarantees that every zone processes the correct time step, meaning that it is not possible to have
different zones processing simultaneously at different time steps). This synchronous process is also
Figure 3. Sequence diagram, detailing the interactions
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Applying Situated Agents to Microscopic Traffc Modelling
responsible for reading the topology of the networks, dividing them into zones, receiving the registration
of mediators, and assigning them an appropriate zone. A simulation cannot be started until each zone
has been assigned a mediator. It also allows registration of graphical interface modules providing them,
in the registration, with the address of each mediator. Such a structure also allows for the simulation to
run with no graphical support, which can contribute to speed up simulation studies.
Each mediator provides a communication interface responsible for sending the updated zone states
to the different graphical interface modules so they can create real-time graphical representations of the
simulation in runtime. There is also a centralised process that provides a communication interface for
these graphical modules in order to allow them to stop or to start simulation runs, change environment
characteristics such as the set of laws, load different networks, save simulation states, and so on. Such
a centralised process is managed by the simulation engine controller (SEC).
In Figure 4, it is possible to identify the domain entities, as well as their relations. A connection
between two nodes represents a road. A road is a set of road segments. The division of a road into road
segments depends on the different number of lanes or the different geometry a road can have. For ex-
ample, if in the beginning of a road there are two lanes, but in the middle of the road it passes to have
only one lane, it means that the road has two road segments a road segment with two lanes and another
road segment with just one lane. The world objects are decomposed into two different entities, namely
the entities that have the capacity to move (vehicles and people, for instance) and the ones that are static
(traffc controllers, road signs both horizontal and vertical, road obstacles, and so on). In every given
time an entity is situated in a lane.
Figure 4. Class Diagram of the environment domain
R oad
SE C
Mediator
Zone
Nodes
Moveabl e Stati c
Entity
Lane
R oad S egment
1
-contains *
1
-contains 1..*
1
-contains 1..*
0..1 1
1
-connects
2
1
*
1
-operatedby 1
*
-controlledby
1
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Applying Situated Agents to Microscopic Traffc Modelling
A system physical overview is represented in the diagram of Figure 5. In that structure a mediator
has always the necessary information to construct perceptions for the correct behaviours of the world
agents. Their interaction will follow the mechanism proposed in this research.
Environment Zones
Since the perception treatment and communication can be a heavy load for overcrowded networks the
distribution of the environment perceptions becomes critical in order to improve the global effciency
of the simulation.
In order to assure that each agent receives the world perception effciently in every time step, we as-
sume that the process that delivers it has a limited capacity of the number of agents it has to inform. So
a distributed division of the environment is a question of defning the correct capacity limit and number
of perceptions a mediator will be dealing with. Such an organisation easily resembles the concept of
traffc zones, used in control and management systems in most urban areas.
As defned before, the entities responsible for the delivery of the perceptions are the Mediators. Ana-
lyzing the scenario presented in Figure 6 and assuming that M1 has a limit capacity of 3000 vehicles, M2
of 2000 vehicles and M3 of 1500 (the limit capacity of Mediators is calculated based on the processing
capacity of the machine in which they are instantiated). The division into different Mediator zones is
easy to obtain. Each link (Road Segment) has a physical capacity, limiting the quantity of vehicles it
can contain. This means that in the worst scenario each road segment will only ensure that number of
vehicles. So a mediator zone is defned as a set of road segments, whose sum of their capacities is equal
or lower to the vehicle capacity of its mediator.
Figure 5. System physical overview
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Applying Situated Agents to Microscopic Traffc Modelling
This way it is possible to guarantee that the mediator will process, in the worst scenario, the world
perceptions of a number of drivers equal or lower to its own capacity. Translating it to the scenario of
Figure 6, M1 will be assigned zone 1 (Z1 in the fgure), M2 will be assigned Z2 and M3 will be as-
signed Z3. This means that each of the Mediators will be responsible for translating the zone objects
perceptible features to all agents inside its assigned zone that ask for it.
ILLUSTRATIVE SCENARIOS
Consider the following scene as depicted in Figure 7, representing the current state of the environment
and already populated with all the casters and listeners that will interact throughout the examples. The
visual focus (for the current time step) of the agents controlling vehicles A, B, C and D is represented
by the highlighted circle slices. In fact we opted to represent all of these vehicles to explain different
situations that occur in traffc simulations and also to explain the concepts related to the car follow-
Figure 6. Example of a possible network
Figure 7. An example of a time-step of the simulation
119
Applying Situated Agents to Microscopic Traffc Modelling
ing (CF) and lane changing (LC) behaviours found in most microscopic traffc models. Let us call
the agents by the letters on the vehicles they drive. Along with their foci, they have also expressed the
infuences over the environment for this time step.
To ease the understanding of the concept of CF let us centre on agent A. Since it wants to go in front,
its foci are naturally the front area. Take into account that as it becomes a listener the front vehicle
becomes its caster. In the meantime the memory of the agent (see Figure 8) is updated according to the
interpretation of the received PFs (given by the Mediator). This information is given with regard to the
object which is being observed by the subject driver, so perceptions are enclosed into balloons attached
to the object being observed.
For this specifc example agent A will take the particular action of BRAKING. Thats because it
does not have any previous deduction (previous time step) of the other vehicles velocity (REALLY
FASTER; FASTER; SLOWER and REALLY SLOWER). In the next time step it will send that
action to its mediator.
More complex situations can occur, like demonstrated by agents B and C. Agent B was having the
same attitude as the one demonstrated before but new variables will make it to change (see Figure 9).
Assuming that it wants to go in front, a new lane appears in that direction and the front vehicle was
evaluated as going SLOWER. It will take the action CHANGE_TO_LEFT_LANE then. This kind
Figure 8. Memory entries resulting from perception of agent A
Figure 9. Memory entries resulting from perception of agent B
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Applying Situated Agents to Microscopic Traffc Modelling
of actions transpires when an agent wants to maintain or achieve its desired velocity and is inherited
from the lane changing concept.
The previous fgure also illustrates a representation of a front right vehicle that is having the in-
tension of turning right. If in the next time step it transforms its intention into an infuence, it will be
deleted from agent Bs memory.
At the same time agent C is in a delicate situation. It needs to go to the right lane to accomplish its
path direction previously defned (supposedly). Like in real situations, in which we need to look into
the mirrors and take care with the front vehicle, it sets its foci to the front, back and right sides. The
Mediator informs it about all the casters positions, velocities, acceleration and intentions (PFs) and
the evaluation of its memory will be like the one represented in Figure 10. The fact that the back right
vehicle is being faster than itself will not permit the lane changing in the current time step (according
to its own AAs) forcing it to wait for the next time step. If in future steps the back right vehicle does
not pass him or new similar situations occur it will be impossible to make that action and agent C will
be forced to stop.
Taking into account that in human behaviours there is also a factor of cordial attitudes, it is agree-
able to think that agent C can try to change to another lane to let pass the back vehicle (since its velocity
evaluation is FASTER). This kind of actions is also inherited from the lane changing concept (Gipps,
1986).
The representation of agent D is intended to illustrate two different kinds of laws in the present
scenario (transparent and opaque objects). The PAs are affected by these laws since the Mediator
interprets the PFs according to them and to the agent foci. As a consequence the casters are not the
same in the two different confgurations. In the case of agent D there are two vehicles directly in front
of it and inside its foci (C and B). If the laws of the environment are confgured to opaque objects then
the mediator will not give D the PFs of object B (vehicle C is a truck and blocks the visibility of agent
D). Otherwise if the laws are confgure to allow transparent objects then PFs of both C and B will be
included in the information that the mediator will send to agent D. This example shows the infuence
that the laws of the environment can have over perceptions captured by each agent.
In Figures 8, 9, and 10, notice the numbers that appear inside the parentheses and after the evaluation
word. Those numbers represent the last time that the evaluation of that caster was done. That means
Figure 10. Memory entries resulting from perception of agent C
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Applying Situated Agents to Microscopic Traffc Modelling
those agents have more or less trust on their evaluations according to their PAs (for instance, if a back
car is FAR and SLOWER the agent does not need to verify whether it is near every time step). It is pos-
sible to have a factor in each agent that dictates how each agent will trust on predicting future positions
of its surrounding objects. For example, consider that an agent looks back in time step n and gets the
perception of an agent called X. If in the time step n+20 the agent needs the information about agent X
to perform an infuence, it must decide whether to have to look back to update the perception of X in its
memory or if it trusts its future prediction just on information perceived 30 time steps ago.
A prototype of the proposed system is being developed and some basic features of the communication
mechanism were implemented, demonstrating the potential of this approach in extending traditional
car-following and lane-changing behaviours. The environment is a frst-order abstraction that plays an
imperative role in this framework being developed. An example of its interface is depicted in Figure
11.
CONCLUSION
In this chapter we present a multi-agent model to cope with the complexity inherent in microscopic
traffc simulation modelling in order to provide engineers and practitioners with an adequate frame-
work for integrated analyses. The physical conceptualization of the environment using the interaction
mechanisms presented as the basis for every interaction among agents and the environment itself allows
for different perception abilities of individuals to be implemented and assessed, which is expected to
have a direct infuence in the emergence of the system overall performance in different circumstances.
Therefore, a truly agent-based microscopic simulation approach must necessarily be build on the basis
of the concept of situated agents and consider the environment as a frst-order abstraction, playing as
relevant roles as other entities in the system. In this way, as drivers are integrant parts of the environ-
ment and interact directly with it, more realistic behaviours can now be considered. With such a concept
Figure 11. Prototype of the simulation environment
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Applying Situated Agents to Microscopic Traffc Modelling
of environment, traditional car-following and lane-changing models can be extended to feature more
contemporary performance measures, which can include infuence of road-side parking, collisions,
interaction with traveller information systems, en-route decision-making, and many others. This is
just possible as different perception abilities of drivers can now be considered in the way they interact
with their environment. An initial prototype with very simple features of the presented model has been
implemented, to demonstrate car-following and lane-changing behaviours. The very next steps in this
research include the improvement of this prototype to fully demonstrate all the potential of the concept
of situated agents and the role of the environment in implementing more realistic microscopic traffc
simulations. Also in the agenda, we expect to devise an appropriate methodology for validating and
calibrating such agent-based microscopic traffc models. Following this, some simulations and analyses
of performance measures will be carried out as well.
ACKNOWLEDGMENT
We gratefully acknowledge the fnancial support from the Department of Electrical and Computer
Engineering at Faculty of Engineering, University of Porto, and from the GRICES-CAPES bilateral
cooperation programme.
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124
Chapter VI
Fundamentals of Pedestrian and
Evacuation Dynamics
Andreas Schadschneider
Universitt zu Kln, Germany
Hubert Klpfel
TraffGo HT GmbH, Germany
Tobias Kretz
PTV AG, Germany
Christian Rogsch
University of Wuppertal, Germany
Armin Seyfried
Forschungszentrum Jlich GmbH, Germany
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Multi-Agent Simulation is a general and powerful framework for understanding and predicting the
behaviour of social systems. Here the authors investigate the behaviour of pedestrians and human
crowds, especially their physical movement. Their aim is to build a bridge between the multi-agent
and pedestrian dynamics communities that facilitates the validation and calibration of modelling ap-
proaches which is essential for any application in sensitive areas like safety analysis. Understanding
the dynamical properties of large crowds is of obvious practical importance. Emergency situations
require effcient evacuation strategies to avoid casualties and reduce the number of injured persons.
In many cases legal requirements have to be fulflled, for example, for aircraft or cruise ships. For
tests already in the planning stage reliable simulation models are required to avoid additional costs for
125
Fundamentals of Pedestrian and Evacuation Dynamics
changes in the construction. First, the empirically observed phenomena are described, emphasizing the
challenges they pose for any modelling approach and their relevance for the validation and calibration.
Then the authors review the basic modelling approaches used for the simulation of pedestrian dynam-
ics in normal and emergency situations, focussing on cellular automata models. Their achievements
as well as their limitations are discussed in view of the empirical results. Finally, two applications to
safety analysis are briefy described.
INTRODUCTION
Understanding and predicting the dynamical properties of large human crowds is of obvious practical
importance (Schadschneider et al., 2009). Especially emergency situations and disasters require effcient
evacuation strategies to avoid casualties and reduce the number of injured persons. In many cases legal
regulations have to be fulflled, e.g. for aircraft or cruise ships. For tests already in the planning stage
reliable simulation models are required to avoid additional costs for changes in the construction. But even,
if changes in the construction are not possible, simulations can be very helpful for organizational issues
like the design of evacuation routes, where full-scale tests are either too expensive or too dangerous.
Multi-Agent Simulation provides a general and powerful framework for understanding and predict-
ing the behaviour of social systems. In this contribution, we describe its application to the dynamics
of human crowds, especially their physical movement. The latter restriction allows us to focus on the
operational and tactical levels of the agents decisions. Operational in this context means the proper
body motion, i.e. avoiding collisions and the movement within a short time-span (e.g. one second).
Tactical means that putting this in the well-established BDI-framework (beliefs, desires, intentions),
only the intentions (like getting to the closest exit in the case of an evacuation) are explicitly modelled.
Desires and beliefs are either neglected or modelled implicitly, e.g. by assuming that everyone wants
to get out as fast as possible and representing orientation as following the gradient of a static foor feld
(for details, please refer to the following sections). Furthermore, the multi-agent paradigm is fexible
enough to cover the model extensions that belong to the tactical and strategic realm.
Having said that, the fact that there are such distinct models as cellular automata and molecular
dynamics-like simulations used in the feld, gives strong hint to the need for a thorough understanding
of basic model characteristics, their scope and limitations. This part can be addressed by investigating
the models themselves without making reference to empirical data. This is useful but of course not suf-
fcient. Therefore, we will cover the latter in this contribution, too.
In recent years several models of different sophistication have been developed. Macroscopic ap-
proaches use a coarse-grained description in terms of densities. In contrast in microscopic models,
which are the focus of this review, different agents
1
are distinguished. This allows to equip them with
different properties refecting demographics.
In this contribution we will try to give a compact introduction to the most important empirical results
and theoretical approaches. All of these are relevant for most agent-based simulations of pedestrian
dynamics. We will emphasize the importance of a close interplay of empirical observations and data
with theoretical modelling approaches. We demonstrate how the realism of the model dynamics can be
improved by taking into account qualitative and quantitative empirical observations. Such validation and
fnally calibration is extremely important, e.g. for the applications in safety analysis mentioned above.
126
Fundamentals of Pedestrian and Evacuation Dynamics
In Sec. Empirical Results we will give an overview of the experimental observations. A variety of
interesting dynamical properties and collective effects (fundamental diagram, behaviour at bottlenecks,
lane formation in counterfow, fow oscillations etc.) have been found that provide information about the
basic interactions and can be used as a kind of benchmark test for any modelling approach. Quantitative
results are used to obtain the parameters specifying the interactions between the agents.
We then review in Sec. Modelling of Pedestrian Dynamics microscopic approaches to model
pedestrian dynamics in normal and emergency situations. Our focus will be cellular automata based
models, especially those related to the foor feld model. Although the dynamics is often stochastic the
cellular automata approach allows an intuitive specifcation of the motion of pedestrians. It can be easily
extended to include not only interactions between different agents but also with the infrastructure, e.g.
doors, stairs or walls. In more complex situations an extension to a multi-agent model is possible, e.g.
by specifying origin-destination matrices etc.
Although the currently available modelling approaches give a quite accurate representation of
pedestrian motion and crowd dynamics, certain aspects need to be improved. For cellular automata
models these are often connected with the discreteness in space and time. This will be discussed in
Sec. Validation and Extension of CA Models. In Sec. Application of Models two concrete applica-
tions related to safety analysis are discussed. Finally, we will discuss future challenges and research
directions by identifying the most important open problems.
EMPIRICAL RESULTS
An important part of empirical results are qualitative observations of collective effects which are often
know from everyday experience. Quantitative results, on the other hand, are much more diffcult to
obtain. Controlled experiments are rare and sometimes it is questionable whether results obtained under
laboratory conditions can be transferred to realistic scenarios.
Collective Phenomena
One of the reasons why physicists are interested in pedestrian dynamics is the large variety of inter-
esting collective effects and self-organization phenomena that can be observed. These macroscopic
effects refect the individuals microscopic interactions and thus give also important information for
any modelling approach. Any model that does not reproduce these effects is missing some essential
part of the dynamics.
Jamming: Jamming and clogging typically occur for high densities at locations where the
infow exceeds the capacity. Such locations with reduced capacity are called bottlenecks.
Typical examples are exits (Fig. 1) or narrowings. Clogging is not related to the micro-
scopic dynamics of the agents, but rather a consequence of an exclusion principle: space
occupied by one particle is not available for others. Identifcation of possible jamming lo-
cations is very important for practical applications, especially evacuation simulations.
A different kind of jamming occurs in counterfow when two groups of pedestrians moving in
opposite directions mutually block each other. This happens typically at high densities and when
it is not possible to turn around and move back, e.g. when the fow of people is large.
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Fundamentals of Pedestrian and Evacuation Dynamics
Density waves: Density waves in pedestrian crowds can be generally characterised as quasi-peri-
odic density variations in space and time. A typical example is the movement in a densely crowded
corridor (close to the density that causes a complete halt of the motion) where phenomena similar
to stop-and-go vehicular traffc can be observed, e.g. density fuctuations in longitudinal direction
that move backwards (opposite to the movement direction of the crowd) through the corridor. Re-
cently, the occurrence of stop-and-go waves has been reported for the Hajj pilgrimage in Makkah
(Helbing et al., 2007a).
Lane formation: In counterfow, (dynamically varying) lanes are formed where people move
in just one direction (Oeding, 1963; Navin et al., 1969; Yamori, 1998) (see Fig. 1). In this way,
motion becomes more comfortable and allows higher walking speeds, since strong interactions
with oncoming pedestrians are reduced. The occurrence of lane formation does not require a
preference for moving on one side. It also occurs in situations without left- or right-preference.
However, such a preference, e.g. due to cultural aspects, can have an infuence on the structure of
lanes.There are only a few quantitative empirical studies of lane formation (Yamori, 1998; Kretz
et al., 2006a). Most results are based on qualitative observations which e.g. show that the number
of lanes can vary considerably with the total width of the fow. It often fuctuates in time, even
for small changes in the total density. Furthermore the number of lanes in opposite directions is
not necessarily identical. A surprising results of the quantitative experiments is the occurrence of
surprisingly large fows: the sum of (specifc) fow and counterfow can even exceed the specifc
fow for one-directional motion.
Oscillations: In counterfow at bottlenecks (e.g. doors) often oscillatory changes of the direction
of motion are observed. Once a pedestrian has passed the bottleneck it is easier for others to follow
in the same direction. This changes when somebody is able to pass (e.g. through a fuctuation) the
bottleneck in the opposite direction.
Patterns at intersections: When several streams of pedestrians moving in different directions
intersect, various collective patterns of motion can be formed. Typical examples are short-lived
roundabouts at four-way crossings which make the motion more effcient. Even if they are con-
nected with small detours the formation of these patterns can be favourable since they allow for
a smoother motion.
Emergency situations, panic: In emergency situations various collective phenomena have been
reported that have sometimes misleadingly been attributed to panic behaviour. However, there is
no precise accepted defnition of panic although in the media usually aspects like selfsh, asocial
Figure 1. Schematic representation of collective phenomena observed in pedestrian dynamics. (left)
clogging at a bottleneck (exit); (right) lane formation in counterfow.
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Fundamentals of Pedestrian and Evacuation Dynamics
or even completely irrational behaviour and contagion that affects large groups are associated with
this concept (Keating, 1982). However, in many emergency situations it has been found that these
characteristics have played almost no role (see e.g. Johnson, 1987) and that the reasons for these
accidents are much simpler. Therefore the term panic should be avoided, crowd disaster being a
more appropriate characterisation. Related concepts like herding and stampede seem to indicate
a certain similarity of the behaviour of human crowds with animal behaviour. This terminology
is also quite often used in the public media. Herding has been described in animal experiments
(Saloma, 2006) and is diffcult to measure in human crowds. However, it seems to be natural that
herding exists in certain situations, e.g. limited visibility due to failing lights or strong smoke when
exits are hard to fnd. Although empirical data on crowd disasters exist, e.g. in the form of reports
from survivors or even video footage, it is almost impossible to derive quantitative results from
them. Models that aim at describing such scenarios make predictions for certain counter-intuitive
phenomena that should occur. In the faster-is-slower effect (Helbing et al., 2000b) a higher desired
velocity leads to a slower movement of a large crowd. In the freezing-by-heating effect (Helbing et
al., 2000a) increasing the fuctuations can lead to a more ordered state. For a thorough discussion
we refer to (Helbing et al., 2000b; Helbing et al., 2002) and references therein. However, from a
statistical point of view there is no suffcient data to decide the relevance of these effects in real
emergency situations, also because it is almost impossible to perform realistic experiments.
Quantitative Results
We now introduce the fundamental observables which are the foundation of any quantitative description
of pedestrian dynamics. A more detailed critical discussion and list of references can be found e.g. in
(Schadschneider et al., 2009).
Flow and Density
The fow J of a pedestrian stream gives the number of pedestrians crossing a fxed location of a facil-
ity per unit of time. There are various methods to measure the fow, e.g. via the average time gap t
between two consecutive pedestrians which is directly related to the fow
1
J
t
=

. (1)
Alternatively the fow of a pedestrian stream through a facility of width b can be determined in anal-
ogy to fuid dynamics using the average density and the average speed v of a pedestrian stream as
s
J vb J b = = , (2)
where the specifc fow
2

s
J v =

(3)
gives the fow per unit-width. This relation is also known as hydrodynamic relation.
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Fundamentals of Pedestrian and Evacuation Dynamics
Measuring densities is usually more diffcult. One possible way is by counting the number of pe-
destrians N within the selected area A. One can then associate a local density
N
A
=
with the center
of the area.
Another defnition of density considers the ratio of the sum of the projection area
j
f of the bodies
and the total area of the pedestrian stream A, defning the (dimensionless) density

as
1
j
j
f
A
=


(4)
which is known as occupancy in vehicular traffc.
Other ways to quantify the pedestrian density have been proposed, e.g. the pedestrian area module
(Fruin, 1971) or the inter-person distance (Thompson et al., 1994).
The use of various density defnitions in the literature make quantitative (and sometimes even
qualitative) comparisons of different results diffcult. This has also consequences for the calibration of
modelling approaches. In the modelling section (Sec. Modelling of Pedestrian Dynamics) we will
focus on CA models where a natural defnition of density is given by the fraction of occupied cells.
Fundamental Diagram
The fundamental diagram describes the relation between density and fow J. Due to the hydrodynamic
relation (3) there are three equivalent forms: ( )
s
J , v() and ( )
s
v J . In applications the relation is a
basic input for engineering methods developed for the design and dimensioning of pedestrian facilities
(Fruin, 1971; Nelson et al., 2002; Predtechenskii et al., 1978) and it serves as quantitative benchmark
for models of pedestrian dynamics.
The empirically obtained fundamental diagrams vary considerably. All three characteristic values of
the fundamental diagram, namely its maximum (the capacity)
,max s
J , the density
c
where the capacity
is reached, and the density
0
where the velocity approaches zero due to overcrowding, differ strongly
in various studies (Fig. 2).
The problems with the measurements of density and fow described in Sec. Flow and Density are
only one possible reason for these discrepancies. But also cultural and population differences, differ-
ences between uni- and multidirectional fow or the type of traffc (commuters, shoppers) could be of
relevance. However, in all diagrams velocity decreases with increasing density. For the movement of
pedestrians along a line a linear relation between speed and the inverse of the density was measured in
(Seyfried et al., 2005). The speed of walking pedestrians depends linearly on the step size (Weidmann,
1993). Since the inverse of the density can be regarded as the required length for a pedestrian to move,
smaller step sizes caused by a reduction of the available space with increasing density is, at least for a
certain density region, one origin of the observed decrease of speed.
Bottleneck Flow
The fow of pedestrians through bottlenecks shows a rich variety of phenomena, e.g. the formation of
lanes at the entrance to the bottleneck (Hoogendoorn et al., 2003b; Hoogendoorn et al., 2005; Kretz et
al., 2006b; Seyfried et al., 2007), clogging and blockages at narrow bottlenecks (Predtechenskii et al.,
1978; Muir et al., 1996; Helbing et al., 2005; Kretz et al., 2006b) or some special features of bidirectional
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Fundamentals of Pedestrian and Evacuation Dynamics
bottleneck fow (Helbing et al., 2005). Moreover, the estimation of bottleneck capacities by the maxima of
fundamental diagrams is an important tool for the design and dimensioning of pedestrian facilities.
One of the most important practical questions is how the capacity of the bottleneck increases with
increasing width. Although this has been investigated for a long time now, it is still discussed controver-
sially. Two different scenarios are possible: the capacity can either increase stepwise or continuously.
At frst sight, a stepwise increase of capacity with width appears to be natural in case of lane for-
mation. Then capacity will increase only when an additional lane appears. A recent empirical study
(Hoogendoorn et al., 2003b; Hoogendoorn et al., 2005) has found indications for lane formation and
due to the zipper effect, a self-organization phenomenon leading to an optimization of the available
space and velocity, these lanes are not independent and thus do not allow passing (Fig. 3), implying a
stepwise increase of capacity.
In contrast, the study (Seyfried et al., 2007) found a lane distance which increases continuously as
illustrated in Fig. 3. This leads to a very weak dependence of the density and velocity inside the bot-
tleneck on its width. Thus in reference to Eq. (2) the fow does not necessarily depend on the number
of lanes and increases continuously.
Blockages in Competitive Situations
By defnition a bottleneck is a limited resource and it is possible that under competitive situation pedes-
trian fow through bottlenecks is different from the fow in normal situations. A qualitative difference
to normal situations is the occurrence of blockages, e.g. in the form of stable wedges. These obstruc-
tions occur due to the formation of arches in front of the bottleneck under high pressure which is very
similar to the well-known phenomenon of arching occurring when granular materials fow through
narrow openings (Wolf et al., 1996).
Figure 2. Fundamental diagrams for pedestrian movement in planar facilities. The lines refer to
specifcations according to planning guidelines Adapted from:(SFPE Handbook (Nelson et al., 2002)),
Predtechenskii and Milinskii (PM) (Predtechenskii et al., 1978), Weidmann (WM) (Weidmann, 1993)).
Data points give the range of experimental measurements (Older (Older, 1968) and Helbing (Helbing
et. al, 2007b)).
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Fundamentals of Pedestrian and Evacuation Dynamics
Systematic studies including the infuence of the shape and width of the bottleneck (Fig. 4) and the
comparison with fow values under normal situations have shown that funnel-like geometries support
the formation of arches and thus blockages (Mller, 1981; Muir et al., 1996). Especially in emergency
situations the fow through bottlenecks shows strongly intermittent behaviour since the formation of
blockages might lead to zero fow temporarily.
Figure 3. A sketch of the zipper effect with continuously increasing lane distances in x: The distance in
the walking direction decreases with increasing lateral distance. Density and velocities are the same in
all cases, but the fow increases continuously with the width of the section.
Figure 4. Infuence of the width of a bottleneck on the fow. Experimental data Adapted from: (Kretz et
al., 2006b; Mller, 1981; Muir et al., 1996; Nagai et al., 2006a; Seyfried et al., 2007) of different types
of bottlenecks and initial conditions. All data are taken under laboratory conditions where the test per-
sons are advised to move normally.
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Fundamentals of Pedestrian and Evacuation Dynamics
To reduce the occurrence of blockages and thus evacuation times, it has been suggested to put a
column (asymmetrically) in front of a bottleneck (Helbing et al., 2000b). It should be emphasized that
this theoretical prediction (see also Sec. Conficts and Friction) was made under the assumption that
the system parameters, i.e. the basic behaviour of the pedestrians, does not change in the presence of
the column. This is highly questionable in real situations where the columns can be perceived as an
additional obstacle or even make it diffcult to fnd the exit.
Evacuations: Empirical Results
So far we have focussed on empirical results for pedestrian motion in rather simple scenarios like corri-
dors or single bottlenecks. As we have seen there are many open questions where no consensus has been
reached, sometimes even about the qualitative aspects. This becomes even more relevant for full-scale
descriptions of evacuations from large buildings or cruise ships. These are typically a combination of
many of the simpler elements. Therefore a lack of reliable information is not surprising.
Evacuation Experiments
In the case of an emergency, the movement of a crowd usually is more straightforward than in the gen-
eral case. Commuters in a railway station, for example, or visitors of a building might have complex
itineraries which are usually represented by origin-destination matrices. In the case of an evacuation,
however, the aims and routes are known and usually the same, i.e. the exits and the egress routes. This
is the reason why an evacuation process is rather strictly limited in space and time, i.e. its beginning
and end are well-defned (sound of the alarm, initial position of all persons, safe areas (fnal position of
all persons), and the time, the last person reaches the safe area.
In the past some evacuation trials for complete buildings have been performed. These trials show
that the response time (or pre-movement time) is, especially in cases with very low densities, a very
important factor for evacuation times. This infuence is very hard to forecast in evacuation models,
because it can not be determined in a mathematical way, thus a correct forecast of evacuation times
and comparison to real evacuation trials is very hard. To eliminate the infuence of response time,
evacuation experiments had been performed under laboratory conditions, thus these experiments are a
good basis for calibrating models to predict movement of people.
Another important aspect in this regard is the fact that although empirical data on crowd disasters
exist, e.g. in the form of reports from survivors or even video footage, it is almost impossible to derive
quantitative results from them. Therefore evacuation trials and simulations are very important for our
understanding of crowd behaviour in emergency situations.
Legal Regulations
For evacuation scenarios various legal regulations exist, which differ for different facilities and coun-
tries. For aircraft an evacuation test is mandatory and there is a time limit of 90 seconds that has to be
complied to in an evacuation trial (FAA, 1990). In many countries there is no strict criterion for the
maximum evacuation time of buildings. The requirements are often based on minimum exit widths
and maximum escape path lengths.
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Fundamentals of Pedestrian and Evacuation Dynamics
To avoid expensive reconstruction or changes of the layout, computer simulation of evacuation proc-
esses become more and more important in the early stages of planning. In order to produce reliable results,
especially quantitatively, the underlying models for pedestrian motion have to be able to reproduce the
empirical observations described in Sec. Collective Phenomena and Quantitative Results.
However, often evacuation exercises are just too expensive, time consuming, and dangerous to be a
standard measure for evacuation analysis. Therefore evacuation simulations based on properly validated
and calibrated models will become more and more important in the future.
MODELLING OF PEDESTRIAN DYNAMICS
Modelling of pedestrian dynamics has a long history in various felds ranging from engineering to
physics and applied mathematics. Many different model classes have been proposed which can roughly
be classifed as follows:
Microscopic vs. macroscopic: In microscopic models each pedestrian is represented separately
whereas in macroscopic models the state of the system is described in terms of densities.
Discrete vs. continuous: Each of the three basic variables for a description of a system of pedes-
trians, namely space, time and state variable (e.g. velocities), can be either discrete (i.e. an integer
number) or continuous (i.e. a real number). Cellular automata are fully discrete whereas fuid-
dynamic models are continuous in all variables. But also combinations are possible, e.g. models
which are continuous in space and state variable, but discrete in time.
Rule-based vs. force-based: Interactions between the pedestrians can be implemented in at least
two different ways: In a rule-based approach pedestrians make decisions based on their current
situation and that in their neighbourhood as well as their goals etc. These rules are therefore often
motivated by arguments from psychology. In contrast, force-based models specify interactions
directly on the level of equations of motion, similar to classical mechanics although the forces are
not necessarily physical forces.
Deterministic vs. stochastic: The dynamics of pedestrians can either be deterministic or stochastic.
In the frst case the behaviour at future times is completely determined by the past. In stochastic
models, the behaviour is controlled by certain probabilities such that the agents can react differently
in the same situation. This intrinsic stochasticity should be distinguished from noise which is
sometimes added to the macroscopic observables, like position or velocity. Often the main effect of
these noise terms is to avoid certain special confgurations which are considered to be unrealistic.
Otherwise the behaviour is very similar to the deterministic case. For true stochasticity, on the
other hand, the deterministic limit usually has very different properties from the generic case.

It should be mentioned that a clear classifcation according to the characteristics outlined here is not
always possible.
Fluid-dynamic models (Henderson, 1974; Helbing, 1992; Hughes, 2000; Hughes, 2002) belong to
the macroscopic approaches and are characterized by continuous variables and deterministic, force-
based dynamics. The equations of motion are similar to the Navier-Stokes equations although modifca-
tions due to the special properties of the pedestrian fuid are essential. A more general approach are
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Fundamentals of Pedestrian and Evacuation Dynamics
so-called gaskinetic models (Helbing, 1992) which also allow for a more fundamental justifcation of
fuid-dynamic approaches.
In recent years, especially due to the interest of physicists, modern approaches adopted from statis-
tical physics have become quite popular (Chowdhury et al., 2000; Chopard et al., 1998). In statistical
physics many powerful methods to deal with interacting many-particle systems have been developed
(Chowdhury et. al, 2008). Among those, descriptions based on cellular automata (CA) have become
most fruitful owing to the relative simplicity and fexibility of this approach, e.g. since it easily possible
to simulate even large crowds effciently. CA are microscopic models that are discrete in all variables.
Usually the dynamics is rule-based and stochastic. Especially the fact that the dynamics can be imple-
mented in the form of intuitive rules has allowed to include rather complex aspects (e.g. psychology)
in a rather simple way.
Cellular Automata Models
As mentioned above, cellular automata are discrete in space, time and state variable which in the case
of traffc and transport models usually corresponds to the velocity. The discreteness in time means
that the positions of the agents are updated synchronously (in parallel) in well defned timesteps. The
timestep corresponds to a natural timescale t which could e.g. be identifed with some reaction time.
This can be used for the calibration of the model which is essential for making quantitative predictions.
A natural space discretization follows from the maximal densities observed in dense crowds which
gives the minimal space requirement of one person. In CA each cell can only be occupied by one agent
(exclusion principle) and thus a maximal density of 6.25 P/m (Weidmann, 1993) leads to a cell size of
4040 cm. The exclusion principle and the modelling of humans as non-compressible particles mimicks
short-range repulsive interactions, i.e. the private-sphere or personal space.
The dynamics is usually defned by stochastic rules which specify the transition probabilities for
the motion to one of the neighbouring cells (Fig. 5). The models differ in the specifcation of these
probabilities as well as in that of the neighbourhood. For deterministic models all except of one prob-
ability are zero.
The frst cellular automata models (Fukui et al., 1999b; Muramatsu et al., 1999; Klpfel et al., 2000;
Blue et al., 2000) for pedestrian dynamics can be considered two-dimensional variants of the asym-
metric simple exclusion process (ASEP) (for reviews, see (Derrida, 1998; Schtz, 2001) or models for
city or highway traffc (Chowdhury et al., 2000; Chowdhury et al., 2008) based on it. Most of these
Figure 5. A particle, its possible directions of motion and the corresponding transition probabilities
ij
p

for the case of a von Neumann neighbourhood.
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Fundamentals of Pedestrian and Evacuation Dynamics
models represent pedestrians by particles without any internal degrees of freedom. They can move to
one of the neighbouring cells based on certain transition probabilities which are determined by three
factors: (1) the desired direction of motion, e.g. to fnd the shortest connection, (2) interactions with
other pedestrians, and (3) interactions with the infrastructure (walls, doors, etc.).
Fukui-Ishibashi Model
The CA model proposed by Fukui and Ishibashi (Fukui et al., 1999a; Fukui et al., 1999b) is based on a
two-dimensional variant of the ASEP. They have studied bidirectional motion in a long corridor where
particles moving in opposite directions are updated alternatingly. Particles move deterministically in
their desired direction, only if the desired cell is occupied by an oppositely moving particle they make
a random sidestep.
Various extensions and variations of the model have been proposed, e.g. an asymmetric variant
(Muramatsu et al., 1999) where walkers prefer lane changes to the right, or the possibility of backstep-
ping (Maniccam, 2005). The infuence of the shape of the particles has been investigated in (Nagai et
al., 2006b). Also other geometries (Muramatsu et. al, 2000b; Tajima et al., 2002) and extensions to full
2-dimensional motion have been studied in various modifcations (Muramatsu et al., 2000a; Maniccam,
2003; Maniccam, 2005)
Blue-Adler Model
The model of Blue and Adler (Blue et al., 2000; Blue et al., 2002) is based on a multi-lane variant of the
Nagel-Schreckenberg model (Nagel et al., 1992) of highway traffc. The update is performed in four
steps which are applied to all pedestrians in parallel. First, each pedestrian chooses a preferred lane.
Then lane changes are performed. In the third step the velocities are determined based on the available
gap in the new lanes. Finally, pedestrians move forward according to the velocities determined in the
previous steps. Motion is not restricted to nearest-neighbour sites. Instead pedestrians can have different
velocities
max
v which correspond to the maximal number of cells they are allowed to move forward.
In counterfow head-on-conficts occur which are resolved stochastically by allowing (with some
probability) opposing pedestrians to exchange positions within one timestep. Note that the motion of a
single pedestrian (not interacting with others) is deterministic otherwise.
Gipps-Marksjs Model
In the model suggested by Gipps and Marksjs (Gipps et al., 1985) interactions between pedestrians
are assumed to be repulsive anticipating the idea of social forces. The pedestrians move deterministi-
cally on a grid of rectangular cells. To each cell a score is assigned based on its proximity to other
pedestrians. This score represents the repulsive interactions and the actual motion is then determined
by the competition between this repulsion and the gain of approaching the destination. Applying this
procedure to all pedestrians, to each cell a potential value is assigned which is the sum of the individual
contributions. A pedestrian then selects the cell of its nine neighbours (Moore neighbourhood, includ-
ing current position) which leads to the maximum beneft. This beneft is defned as the difference
between the gain of moving closer to the destination and the cost of moving closer to other pedestrians
as represented by the potential.
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Fundamentals of Pedestrian and Evacuation Dynamics
The updating is done sequentially to avoid conficts of several pedestrians trying to move to the same
position. In order to model different velocities, faster pedestrians are updated more frequently.
Floor Field CA
The foor feld CA (Burstedde et al., 2001; Schadschneider, 2002; Burstedde et al., 2002; Kirchner et.
al, 2002) can be considered as an extension of the ASEP where transition probabilities to neighbouring
cells are no longer fxed, but vary dynamically. This is motivated by the process of chemotaxis (see (Ben-
Jacob, 1997) for a review) used by some insects (e.g. ants) for communication. They create a chemical
trace to guide other individuals to food sources. In this way a complex trail system is formed that has
many similarites with human transport networks.
In the approach of Burstedde et al. (2001) the pedestrians also create a trace. In contrast to chemotaxis,
however, this trace is only virtual and mainly a technical trick which reduces interactions to local ones
that allow effcient simulations in arbitrary geometries, although one could assume that it corresponds to
some abstract representation of the path in the mind of the pedestrians. The locality becomes important
in complex geometries as no algorithm is required to check whether the interaction between particles
is screened by walls etc. The number N of interaction terms always grows linearly with the number of
particles, whereas in force-based models they are typically of order
2
N .
Mainly the transition probabilities are determined by the preferred walking direction of the pedes-
trians which depends on his/her origin and destination. This information is encoded in the so-called
matrix of preference. Its matrix elements
ij
M are directly related to observable quantities, namely the
average velocity and its fuctuations (Burstedde et al., 2001).
The translation into local interactions is achieved by the introduction of so-called foor felds. The
transition probabilities for all pedestrians depend on the strength of the foor felds in their neighbourhood
in such a way that transitions in the direction of larger felds are preferred. The dynamic foor feld
ij
D
corresponds to a virtual trace which is created by the motion of the pedestrians and in turn infuences
the motion of other individuals. Furthermore it has its own dynamics, namely through diffusion and
decay, which leads to a dilution and fnally the vanishing of the trace after some time. The static foor
Figure 6. Left: Static foor feld for the simulation of an evacuation from a large room with a single
door. The door is located in the middle of the upper boundary and the feld strength is increasing with
increasing intensity. Right: Snapshot of the dynamical foor feld created by agents leaving the room.
137
Fundamentals of Pedestrian and Evacuation Dynamics
feld
ij
S does not change with time since it only takes into account the effects of the surroundings. It
allows to model e.g. preferred areas, walls and other obstacles. Fig. 6 shows the static foor feld used
for the simulation of evacuations from a room with a single door. Its strength decreases with increasing
distance from the door. Since the pedestrians prefer motion into the direction of larger felds, this is
already suffcient to fnd the door.
Coupling constants control the relative infuence of both felds. For a strong coupling
S
k to the static
feld pedestrians will choose the shortest path to the exit. This corresponds to a normal situation. A
strong coupling
D
k to the dynamic feld implies a strong herding behaviour where pedestrians try to
follow the lead of others. This often happens in emergency situations.
The model uses an entirely parallel update. Therefore conficts can occur where different particles
choose the same destination cell. Their role will be discussed in more detail in Sec. Conficts and
Friction.
The update rules of the full model, including the interaction with the two foor felds, consist of the
following fve steps (Burstedde et al., 2001):
1. The dynamic foor feld D is modifed according to its diffusion and decay rules (Burstedde et al.,
2001), controlled by parameters and . In each timestep of the simulation each single boson of
the whole dynamic feld D decays with the probability and diffuses with the probability to one
of its neighbouring cells.
2. For each pedestrian, the transition probabilities
ij
p for a move to a neighbour cell (i,j) (Fig. 5) are
determined by the local dynamics and the two foor felds. The relative infuence of the felds D
and S is controlled by sensitivity parameters | | 0,
S
k and
| | 0,
D
k . This yields

(1 ) .
S ij D ij
k S k D
ij ij ij ij
p NM e e n =
(5)
The occupation number
ij
n is 0 for an empty and 1 for an occupied cell
3
, which refects the exclu-
sion principle. The obstacle number 0
ij
x = for forbidden cells, e.g. walls, and
1
ij
x =
otherwise,
and the normalization N ensures the normalization 1
ij
ij
p =

of the probabilities.
3. Each pedestrian chooses randomly a target cell based on the transition probabilities
ij
p determined
in Step 2.
4. Conficts arising if two or more pedestrians attempt to move to the same target cell are resolved
(see Sec. Conficts and Friction).
5. D at the origin cell (i,j) of each moving particle is increased by one: 1
ij ij
D D + .
The above rules are applied to all pedestrians at the same time (parallel update). The sensitivity
parameters can be interpreted in a simple way. The coupling
D
k to the dynamic foor feld controls the
tendency to follow in the footsteps of others, e.g. to reduce interactions with oncoming pedestrians.
In the absence of a matrix of preference,
S
k determines the effective velocity of a single agent in the
direction of its destination.
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Fundamentals of Pedestrian and Evacuation Dynamics
Other Models
Fluid-Dynamic and Gaskinetic Models
Pedestrian motion has some obvious similarities with the dynamics of fuids. E.g. the motion around
obstacles appears to follow streamlines. Since the middle of the 1950s pedestrian movement has been
calculated in the feld of engineering in analogy to the behaviour of liquids. In this approach, known
as handcalculation method (Togawa, 1955; Predtechenskii et al., 1978; Nelson et al., 2002), pedestrian
motion is described as a fow of particles in a building, similar to liquids fowing through a pipeline
network with links of limited capacities. With equations analogous to those of fuid dynamics (e.g. the
continuity equation expressing conservation of mass) it is possible to forecast congestions and even
evacuation times for buildings (or parts of it).
More complex fuid-dynamic models have been developed later (Henderson, 1974; Helbing, 1992,
Hughes, 2000; Hughes, 2002), e.g. by taking inspiration from gas-kinetic theory. Typically these
macroscopic models are deterministic and force-based. In contrast to real fuid the assumption of con-
servation of energy and momentum is not true for interactions between pedestrians which in general
do not even satisfy Newtons Third Law (actio = reactio). Several other differences to normal fuids
are relevant, e.g. the anisotropy of interactions or the fact that pedestrians usually have an individual
preferred direction of motion.
Lattice-Gas Models
In (Marconi et al., 2002) a mesoscopic approach inspired by lattice-gas models for hydrodynamics
(Rothman et al., 1994; Rothman et al., 1997) has been suggested as a model for pedestrian dynamics.
These models are similar to cellular automata, but the exclusion principle is relaxed: Particles with
different velocities are allowed to occupy the same site. In analogy with the description of transport
phenomena in fuids (e.g. the Boltzmann equation) the dynamics is then based on a succession of col-
lision and propagation.
In the lattice-gas model developed in (Marconi et al., 2002) pedestrians are modelled as particles
moving on a triangular lattice which have a preferred direction of motion
F
c . However, the particles
do not follow strictly this direction by have also a tendency to move with the fow. In the propagation
step each pedestrian moves to the neighbour site in the direction of its velocity vector. In the collision
step the particles interact and new velocities (directions) are determined. In contrast to physical systems,
momentum etc. does not need to be conserved during the collision step. These considerations lead to a
collision step that takes into account the favourite direction
F
c , the local density (the number of pedes-
trians at the collision site), and a quantity called mobility at all neighbour sites which is a normalized
measure of the local fow after the collision.
Social-Force Models
The social-force model (Helbing et al., 1995) is a deterministic microscopic continuum model in which
the interactions between pedestrians are implemented by using the concept of a social force or social
feld (Lewin, 1951). It is based on the idea that changes in behaviour can be understood in terms of
139
Fundamentals of Pedestrian and Evacuation Dynamics
felds or forces. Applied to pedestrian dynamics the social force
(soc)
j
F represents the infuence of the
environment (other pedestrians, infrastructure) and changes the velocity
j
v of pedestrian j. Thus it is
responsible for acceleration which justifes the interpretation as a force. The basic equation of motion
for a pedestrian of mass
j
m is then of the general form
(pers) (soc) (phys) j
j j j
d
dt
= + +
v
f f f
(6)
where
(soc) (soc) (soc)
1
j j jl
l j
j
m

= =

f F f
is the total (specifc) force due to the other pedestrians.
(pers)
j
f denotes a personal force which makes
the pedestrians attempt to move with their own preferred velocity
(0)
j
v and thus acts as a driving term.
In high density situations also physical forces
(phys)
jl
f become important, e.g. friction and compression
when pedestrians make contact.
The most important contribution to the social force
(soc)
j
f comes from the territorial effect, i.e. the
private sphere. Pedestrians feel uncomfortable if they get too close to others, which effectively leads
to a repulsive force between them. Similar effects are observed for the environment, e.g. people prefer
not to walk too close to walls.
The two-dimensional optimal-velocity model (Nakayama et al., 2005) is also of a form similar to
(6). Here physical forces are usually neglected and the acceleration is determined by the deviation
( ( ) ( ))
l j
l
x t x t

V of the actual velocity


j
v from an optimal-velocity ( )
l j
V x x that depends on
difference to the positions
l
x of the other pedestrians.
The appeal of the social-force model is given mainly by the analogy to Newtonian dynamics. For
the solution of the equations of motion of Newtonian many-particle systems the well-founded molecu-
lar dynamics technique exists. However, a straightforward implementation of the equations of motion
can lead to unrealistic movement of single pedestrians, e.g. negative velocities in the main moving
direction. Therefore not only different specifcations of the forces have been used (Helbing et al., 1995;
Helbing et al., 2000b; Werner et al., 2003), but also other modifcations were proposed (Lakoba et al.,
2005; Seyfried et al., 2006; Yu et al., 2005) To prevent this effect additional restrictions for the degrees
of freedom have to been introduced, see for example (Helbing et al., 1995).
Surprisingly the qualitative behaviour of the social force model and the foor feld model (Sec. Floor
Field CA) is very similar despite the fact that the interactions are very different. Apart from the ad hoc
introduction of interactions the structure of the social-force model can also be derived from an extremal
principle (Hoogendoorn et al., 2003a). It follows under the assumption that pedestrian behaviour is de-
termined by the desire to minimize a certain cost function which takes into account not only kinematic
aspects and walking comfort, but also deviations from a planned route.
Relation with Multi-Agent Systems
The models described above focus on the interactions between pedestrians which infuence the collective
dynamic of pedestrian movement. Examples for qualitative and quantitative phenomena related to these
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Fundamentals of Pedestrian and Evacuation Dynamics
interactions are the formation of lanes in bidirectional streams or the decrease of the velocity with the
density. Often these phenomena are assigned to an operational level. But the tactical level, for example
which goal a pedestrian wants to reach or how the environment infuences the decision of pedestrians,
is only treated marginally by these models. In other words the models consider pedestrians as a less
individual particle of a pedestrian crowd. Examples in applications are the evacuation of buildings in
case of an emergency. There the dynamics is determined by the fundamental diagram and the capacity
of bottlenecks. But the goal to leave the building and thus the direction of movement are more or less
the same for all pedestrians. In such situations there is only little leeway for individual decisions.
However there are a lot of other applications where the individual character of a pedestrian becomes
more important. Examples are the movement of pedestrians through a shopping area or a museum. Un-
der uncrowded conditions the movement of the agents is less infuenced by other pedestrians but more
by the environment. Here Multi-Agent models (Ferber, 1999) focusing on the individual properties and
decisions are needed.
All microscopic model approaches described above can be extended to a full multi-agent system. Ad-
ditional properties are assigned to the particles that describe their mutual interactions, interactions with
the environment, their goals etc. (see e.g. (Klgl et al., 2007)). Thus particles are gradually transformed
into a collection of heterogeneous agents. A very promising framework for multi-agent modelling is
based on situated cellular agents, see e.g. (Bandini et al., 2004; Bandini et al., 2007).
VALIDATION AND EXTENSION OF CA MODELS
We now discuss some issues that are relevant for realistic CA models and thus applications. A com-
parison with empirical results show that not all of them are reproduced in a way that is necessary for
sophisticated applications, e.g. in safety analysis. Therefore extensions of the basic models are necessary
to reproduce empirical observations more accurately.
Conficts and Friction
As has been emphasized earlier, the use of synchronous (parallel) dynamics is essential for the calibra-
tion of the models since it introduces a timescale. However, synchronous motion often leads to conficts
where two or more particles choose the same destination cell. These conficts have to be resolved to
respect the exclusion principle, e.g. by choosing one particle randomly which is allowed to move whereas
the others stay at their positions.
Conficts might appear to be undesirable effects which reduce the effciency of simulations and should
therefore be avoided by choosing a different update scheme, e.g. by updating pedestrians sequentially
instead of synchronously. However, this leads to other problems, e.g. the identifcation of the relevant
timescale. Therefore it has been suggested (Kirchner et al., 2003b) to take these conficts seriously as
an important part of the dynamics. Although conficts are local phenomena they can have a strong in-
fuence on global quantities like evacuation times. They become most important in clogging situations
encountered in large crowds and at high densities, especially near intersections and bottlenecks. In real
life this often leads to dangerous situations and injuries during evacuations.
For a more realistic description of clogging effects the foor feld model described in Sec. Floor
Field CA needs to be modifed only in Step 4, the resolution of conficts (Kirchner2003c). In real life,
141
Fundamentals of Pedestrian and Evacuation Dynamics
confict situations often lead to a moment of hesitation where the involved agents hesitate before try-
ing to resolve the confict. This reduces on average the effective velocities of all involved particles.
Therefore Step 4 is modifed such that with some probability the movement of all involved particles
is denied, i.e. all pedestrians remain at their site (see Fig. 7). This means that with probability 1 one
of the individuals moves to the desired cell. Which particle actually moves is then determined by the
rules for the resolution of conficts as described in Step 4 in Sec. Conficts and Friction. This effect
has been called friction and friction parameter since its consequences are similar to contact friction,
e.g. in granular materials. The velocity of a freely moving particle is not reduced and effects only show
up in local interactions.
Obviously the use of a parallel update is essential. Any random or ordered sequential update will
disguise the real number of arising conficts between the pedestrians in the system. In any model with
continuous time these effects have to be implemented in a different way, e.g. through contact friction.
The infuence of friction effects has been investigated for a simple evacuation scenario in (Kirchner
et al., 2003c). In general evacuation times increase with increasing friction parameter . Conficts close
to the exit are most important since they have a direct infuence on the evacuation time by reducing the
outfow. In large density situations and for large the pressure between the pedestrians becomes so
strong that any motion is almost impossible (Helbing et al., 2000b).
Emergency situations can be characterized by large
S
k and large . Then an ordered outfow is inhib-
ited due to local conficts near bottlenecks or doors, resulting in strongly increased evacuation times.
However, also counterintuitive phenomena occur. As mentioned earlier, the coupling strength
S
k to
the static foor feld determines the effective velocity in the direction of the exit for a single pedestrian.
Therefore one would expect that the evacuation time decreases with increasing
S
k . However, this is
not the case for large friction constants (see Fig. 8) where it leads to stronger clogging and thus more
conficts at the exit. This non-monotonic dependence of the evacuation time on the free velocity is
known as faster-is-slower effect (Helbing et al., 2002; Helbing et al., 2000b).
This behaviour is also refected in the time evolution of the evacuation, i.e. the number of people N(t)
who left the room up to time t. In the absence of friction, N(t) is linearly increasing, whereas for large
, N(t) is not only smaller than for =0 but also shows intermittent behaviour. In Fig. 9 small plateaus
can be observed which are formed stochastically and where over short time periods no persons leave
the room. This irregular behaviour is well-known from granular fow and is typical for clogging situ-
ations (Wolf et al., 1996).
Another important aspect for applications is the strong increase of the variance of evacuation times.
This can be seen in Fig. 9 which shows besides curves averaged over different samples also the two
Figure 7. Refused movement due to the friction parameter for a confict involving four particles
142
Fundamentals of Pedestrian and Evacuation Dynamics
extremal curves with minimal and maximal evacuation times. For =0 the evacuation process is almost
deterministic and fuctuations (due to the random initial conditions and the dynamics) are very small.
With increasing the number of conficts increases and the enveloping curves differ clearly from the
averaged curves. This indicates that the evacuation time is no longer a meaningful quantity for safety
estimates.
Figure 8. Evacuation time as function of S for different values of and 0
D
k = . For = 0.9 the faster-
is-slower effect occurs (Adapted from (Kirchner et. al, 2003c)).
Figure 9. Typical time-dependence of the number N of evacuated persons in the absence of friction
(graph 1: = 0) and for strong friction (graph 2: = 0.9). Shown are results for the longest, shortest
and averaged process which are almost indistinguishable for small (Adapted from (Kirchner et al.,
2003c)).
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Fundamentals of Pedestrian and Evacuation Dynamics
In (Helbing et al., 2000b) it has been proposed to place an additional column in front of the exit.
Surprisingly, this can lead to a reduction of evacuation times (Helbing et al., 2002; Helbing et al.,
2000b). This is confrmed by simulations of the foor feld model (Kirchner et al., 2003c). However, it
is questionable whether this effect is relevant for real situations (see Sec. Blockages in Competitive
Situations).
Higher Velocities
The comparison of empirical results obtained in various experiments with theoretical predictions of most
models have shown that even some qualitative features of the fundamental diagram (see Sec. Fundamental
Diagram) are not reproduced correctly. The origin of this discrepancy is the restriction to models with
nearest-neighbour interactions which do not capture essential features like the dynamic space require-
ment of the agents that depends on their velocity (and thus density).
Modifcations of the foor feld model (Kirchner et al., 2004; Kretz et al., 2006c) take this effect
into account. Here motion is not restricted to nearest-neighbour cells, but also to farther cells. This is
equivalent to a motion at different instantaneous velocities
max
0, 1, , v v = where v is the number of
cells an agent moves. Then
max
1 v = corresponds to the case where motion is allowed only to nearest
neighbours. Note that different extensions of this type are possible, depending on how one treats cross-
ing trajectories of different agents (Kirchner et al., 2004). But in all cases, the fundamental diagrams
become more realistic since the maximum of the fow is shifted towards smaller densities with increas-
ing
max
v (Fig. 10, left), in accordance with the empirical observations.
Finer Space Discretization
For applications the space discretizations poses sometimes practical problems. Using a cell size of
4040 cm, should a corridor of 60 cm width be represented by one or two cells? Therefore, in order to
ft the geometry of the environment better the use of smaller cell sizes seems to be necessary.
Figure 10. Fundamental diagrams of the foor feld model for
max
1, ,5 v = (left) and
max
1 v = with
two different space discretizations (right) (Adapted from (Kirchner et al., 2004))
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Fundamentals of Pedestrian and Evacuation Dynamics
Apart from this practical problem, also the dynamics is not reproduced faithfully in all details if
the size of a cell corresponds to the space requirement of a single agent. For instance the zipper effect
described in Sec. Bottleneck Flow can not be reproduced since overlapping lanes are not possible
with this discretization.
If smaller cell sizes are used, agents occupy more than one cell. e.g. 22 cells of size 2020 cm. This
has effects on the dynamical quantities (Kirchner et al., 2004). As shown in Fig. 10 the maximum of
the fundamental diagram is shifted to higher densities because the space needed for unimpeded move-
ment in one timestep corresponds to only half the length of the particle size. Therefore, for a realistic
description, a fner space discretization has to be combined with higher velocities (Sec. Higher Ve-
locities). Furthermore non-local conficts can occur that are not restricted to single cells and involve
many agents. In fact this leads to a even more realistic representation of clogging effects in evacuation
scenarios (Kirchner et al., 2004).
APPLICATION OF MODELS
We will now discuss some applications of the models to pedestrian crowds in normal and emergency
situations, especially egress and evacuation scenarios. Evacuation scenarios are simple in one respect:
One can assume that there is one main desire, namely to get out as soon as possible. The strategical
level of goal creation therefore only has the task to decide for one of the exits for each of the agents. The
simulation of normal situations has the advantage that one does not have to worry about extreme types
of behaviour (commonly called panic, see Sec. Collective Phenomena). To get realistic results one
therefore has to create a far more elaborate model for desires and intentions.
In the following two practical applications of models for crowd dynamics are discussed briefy. The
frst application refers to surprising results found in evacuation trials with aircraft. The second example
shows how the models can be applied to analyse crowd motion in the rather complex infrastructure of
a football stadium.
Figure 11. Left: Egress time as function of the door width for competitive and non-competitive behaviour
(Adapted from (Muir et al., 1996)). Right: Results of computer simulations using the foor feld model
with friction (Adapted from (Kirchner et al., 2003a)).
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Fundamentals of Pedestrian and Evacuation Dynamics
Egress from Aircraft
Friction effects are responsible for an interesting experimental result (Muir et al., 1996) which shows
that the motivation level (competitive vs. non-competitive or cooperative) of passengers has a signifcant
infuence on the egress time from an aircraft. The experiment was carried out with groups of 50 to
70 persons, where in one case (competitive) a bonus was paid for the frst 30 persons. The time of the
30th person reaching the exit was measured for variable exit widths w. The main result found is that
comp non-comp
t t > for
c
w w < , whereas
comp non-comp
t t < for
c
w w > . The critical width was determined
experimentally as 70
c
w cm (Fig. 11). Thus competition is benefcial only for wide exits, but harm-
ful for narrow ones.
Within the framework of the foor feld model, competition can be described as an increased as-
sertiveness (large
S
k ) and at the same time strong hindrance in confict situations, i.e. large friction .
Cooperation is represented by small
S
k and =0. In (Kirchner et al., 2003a) the experimental results
have been reproduced within a simplifed scenario using the foor feld model. Fig. 11 shows typical
average evacuation times for the non-competitive and the competitive regime. Clearly the simulations
are able to reproduce the observed crossing of the two curves at a small door width qualitatively. With-
out friction (=0), increasing
S
k alone always decreases T. The effect is therefore only obtained by
increasing both,
S
k and .
Thus there are two factors that determine the egress of persons and the overall evacuation time in this
scenario: On one hand, walking speed (controlled by the parameter
S
k ) and, on the other hand, friction
(controlled by ). These parameters depend in a different way on the door width: the infuence of the
friction dominates for very narrow doors which leads the crossing shown in Fig. 11. It should again be
emphasized that conficts close to the exit are most important since they have a direct infuence on the
evacuation time. Therefore, in case of competitive behaviour and narrow doors it is important to fnd
other means in order to reduce the number of conficts occurring at the exits.
Figure 12. The Westfalenstadion Dortmund: Outside view and general arrangement plan (Borussia
Dortmund KGaA, www.borussia-dortmund.de)
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Fundamentals of Pedestrian and Evacuation Dynamics
Egress from Football Stadium
As another example for the application of pedestrian fow simulation and analysis we briefy discuss
the non-emergency egress from a football stadium.
The Westfalenstadion is a football stadium for national and international games and was a venue for the
Worldcup 2006. The aim of the evacuation analysis was to check whether the available safe evacuation
time ASET (determined by fre and smoke simulations and the ventilation available, i.e. the existence
of a suffcient smoke free layer) is larger than the required safe evacuation time RSET (determined by
the evacuation simulation), i.e. ASET > RSET. The analysis showed that this was (and is) the case. The
analysis focused on the extension phase 3 (towers in the corners) which increased the spectator capac-
ity from 60,000 to 80,000. In order to validate the simulation results, the egress from the stadium after
a match between Germany and Scotland was videotaped and analysed (results are shown below and
compared to simulation results).
The model used in the simulations is a cellular automaton similar to the foor feld model, but has
max
1 v > and no dynamic foor feld. Table 1 contains the parameter values for the standard population
used in the Westfalenstadion simulation. The reaction time distribution was deliberately chosen to be
very low in order to get a worst case scenario. It is well known from empirical observations that im-
mediate detection of and reaction to an alarm leads to the highest rates of congestion.
Concerning quantitative verifcation, movement patterns provide a valuable tool to investigate the
reliability of simulation results. This can be done by comparing video footage to simulations, espe-
cially concerning overall egress time (non-emergency). The video footage was taken at an international
match between Germany and Scotland. For the details of the underlying model and its application to
the problem (and further results) we refer to (Klpfel et al., 2003a; Klpfel et al., 2003b; Klpfel, 2006;
Klpfel, 2007).
In Fig. 13 the frst six minutes of the video footage and the frst three minutes of the simulation are
shown. The reason for the different time spans is that the real persons react slower. However, due to
their effectiveness and group formation which is not represented in the simulation, the motion is more
synchronized than in the simulation. Therefore, the snapshots were chosen such that the situations are
comparable even though the times might be different.
For the second half of the egress shown in Fig. 14 this difference vanishes and after 13 minutes, the
situation is very much alike for reality and simulation. It is remarkable that after less than 15 minutes, the
normal egress is nearly complete. One important pattern that can be identifed is the sequence of egress
from the rows. The lower rows are emptied frst. This pattern is represented nicely by the simulation.
An important aspect in the egress from football stadiums is the V-like shapes that are formed because
the egress from the lower seating rows is faster.
Table 1. Parameters of the standard population
Parameter Minimum Maximum Mean Std. Dev. Unit
Free Walking Speed 0.8 2.0 1.2 0.4 m/s
Dawdling Probability 0 0.3 0.15 0.05 -
Reaction Time 0 10 5 2 s
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Fundamentals of Pedestrian and Evacuation Dynamics
Figure 13. Comparison of the results for the video analysis (left column) and the simulation (right col-
umn) at the beginning of the egress. The video snapshots are taken at (from top to bottom) t = 2 and t
= 6 minutes for the videos and t = 20 seconds and t = 3 minutes for the simulation.
CONCLUSION AND PERSPECTIVES
In this Chapter we have discussed the theoretical and practical aspects of multi-agent simulations of
crowd movement. We have tried to make a connection between empirical observations of pedestrian
dynamics and modelling approaches on the operational level.
As discussed in Sec. Empirical Results, empirically for several of the observed phenomena no
consensus about the essential properties exists, sometimes not even qualitatively. This is partially related
to a lack of controlled experiments. In contrast to vehicular traffc, so far the possibilities of getting
empirical data in an automated way are rather limited.
On the modelling side we have focussed on cellular automata approaches which, due to their rule-
based approach, form an ideal basis for extensions to multi-agent systems. The latter is necessary for
investigations of more complex scenarios as in applications like safety analysis.
A careful validation is obviously absolutely essential if models should provide reliable qualitative
or even quantitative predictions, e.g. for evacuation times. Our experiences so far show that a model
has to be tested on different length and time scales, i.e. for simple geometries (single rooms, stairs, or
hallways) and for complex scenarios like the evacuation of a football stadium. Neglecting one of those
scales might lead to a false sense of trust into the model predictions.
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Fundamentals of Pedestrian and Evacuation Dynamics
Thus, currently the situation is not very satisfying, both on the empirical and the theoretical side.
Due to the lack of consensus about empirical observations a proper validation or calibration of models
is almost impossible. Indeed different models which are frequently used might make rather different
predictions. This has been investigated in detail for some commercially available software tools in
(Rogsch et al., 2007).
Future Research Directions
What are the future tasks and challenges in modelling crowd dynamics? First of all the lack of detailed
empirical data is serious limitation which makes validation and calibration of models diffcult or even
impossible. However, in the near future it will become possible to extract routinely motion data by an
automated analysis of video data. Together with experiments under well-controlled conditions this will
provide a much better data basis. An important aspect is that in such a way even trajectories of individual
pedestrians can be determined automatically which will provide much more detailed information than
aggregated data like densities.
The currently existing modelling approaches appear to be fexible enough to allow validation and even
calibration, if proper empirical data exist. However, all model classes suffer from certain problems. In
the case of cellular automata models these often are related to the discreteness of space. But also details
of the basic interactions need to be understood better, e.g. for the description of bottleneck fows.
Figure 14. Same as Figure 13 but video (left column) and simulation snapshots (right column) are taken
(from top to bottom) t = 10 minutes and t = 13 minutes
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Fundamentals of Pedestrian and Evacuation Dynamics
On the other hand one needs to be careful with models that are too simplistic. These can often pro-
duce misleading results which is especially dangerous if these models are used as basis for software
tools for applications in safety analysis (Rogsch et al., 2007).
Currently much effort is put into the formulation of models and performing simulations. Neither
calibration nor validation are suffciently addressed from our point of view. This should become man-
datory for any model, at least on the operational level, which is to be used commercially especially in
safety analysis.
Beyond the operational level, the general multi-agent framework discussed in the introduction pro-
vides sort of a roadmap for further developments. Most psychological aspects have not been taken into
account explicitly here. This is justifed by the basic nature of the investigations and the fact that in
the applications presented, they can be modelled implicitly. Whats got to be done next, one can either
call it desires, beliefs, and intentions or the strategic and tactical decisions of the agents. This is done
already in road traffc simulations, where origin-destination matrices and itineraries are generated from
census and other statistical data. Such itineraries will be necessary to simulate longer times and more
complex scenarios, e.g. an airport for a complete day.
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155
Chapter VII
Social Potential Models
for Modeling Traffc and
Transportation
Rex Oleson
University of Central Florida, USA
D. J. Kaup
University of Central Florida, USA
Thomas L. Clarke
University of Central Florida, USA
Linda C. Malone
University of Central Florida, USA
Ladislau Boloni
University of Central Florida, USA
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
The Social Potential, which the authors will refer to as the SP, is the name given to a technique of
implementing multi-agent movement in simulations by representing behaviors, goals, and motivations
as artifcial social forces. These forces then determine the movement of the individual agents. Several SP
models, including the Flocking, Helbing-MolnarFarkas-Visek (HMFV), and Lakoba-Kaup-Finkelstein
(LKF) models, are commonly used to describe pedestrian movement. A systematic procedure is described
here, whereby one can construct and use these and other SP models. The theories behind these models
are discussed along with the application of the procedure. Through the use of these techniques, it has
156
Social Potential Models for Modeling Traffc and Transportation
been possible to represent schools of fsh swimming, focks of birds fying, crowds exiting rooms, crowds
walking through hallways, and individuals wandering in open felds. Once one has an understanding
of these models, more complex and specifc scenarios could be constructed by applying additional con-
straints and parameters. The models along with the procedure give a guideline for understanding and
implementing simulations using SP techniques.
INTRODUCTION
Modeling traffc and transportation requires consideration of how individuals move in a given envi-
ronment. There are three general aspects to consider when looking at movement: reactive behaviors,
cognitive behaviors and constraints due to environmental factors. Individual drivers and pedestrians
have a general way of dealing with certain situations, some of which comes from experience and some
from personality. In this situation, there is generally only one specifc response for any given agent.
In other situations, one needs to allow an individual to choose from a set of various possible decisions
based on how they affect movement and path planning. A fnal consideration is how the environment
will constrain the general movement of the individual.
Much of an individuals movement, especially when driving a vehicle, is reactive. This is due to the
fact that most actions are reactions to the conditions of the road and events which are occurring nearby.
This is similar to pedestrian movement since walking becomes routine for people. Individuals do not
think about every step that they are going to make and every possible outcome, they simply step forward
and know the general outcomes they expect. When things deviate from the expected, then their move-
ments are adjusted. Individuals transporting cargo, have a defned origin and destination which requires
some decision making such as route planning. There is a goal they are trying to reach, and decisions
are made along the way to achieve this goal. We will refer to these as cognitive behaviors, due to the
fact that they take some conscious thought to achieve the goal. Techniques of path planning, seeking or
organization can be used to represent these choices. The fnal aspect of movement is the defnition of
the environment. The individuals need to know where obstacles are and how they interact with them
in order to avoid collisions and other unwanted contact.
In multi-agent systems there are numerous techniques which can be used to describe how each
agent makes decisions and moves, such as Genetic Programming, Reinforced Learning, Case Based
Reasoning, Rules Based Reasoning, Game Theory, Neural Network, Context Based Reasoning, Cellular
Automata, and SP. The two primary techniques which are used to represent the decisions of individuals
in pedestrian simulations are Cellular Automata and SP.
This chapter will focus on SP techniques for modeling and how to use it to represent individuals
desires and movements during a simulation. A description of the technique is given along with a de-
tailed example of constructing a model from scratch. This will give some insight into the elements of
the technique and the process which must be taken to use it effectively. There are a few commonly used
models which represent pedestrian movement: Flocking (Reynolds, 1987), HMFV (Helbing, 2002), and
LKF (Lakoba, 2005). A brief description of these models will be given along with the forces which
are used in the model. Then cognitive behaviors will be discussed which can be added to any of the
existing models to create specifc desired movements in the individuals. Next, a description of different
techniques used to interact with the environment is given. We then conclude by looking at how to apply
this technique to more than individuals movements.
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Social Potential Models for Modeling Traffc and Transportation
BACKGROUND
Individuals tend to move in predictable manners due to the fact that walking in an environment becomes
an automatic process where decisions are made instinctively (Helbing, 2005). People are familiar with
walking and the paths they tend to follow. This fact allows for the construction of models which should
represent the movement of individuals in reasonably simple terms. The same could be said for traffc
and transportation movements, except that the possible movements for these are constrained more than
for individuals. Nonetheless, the same techniques can be used for both systems.
One manner of looking at how an object moves is to relate it to the physical forces acting on the ob-
ject, referred to as Newtonian Mechanics. The SP technique represents the movement of sentient beings
by artifcial forces between an individual and the environment in the same way Newtonian Mechan-
ics represents movements via physical forces. The SP technique was originally developed as a way of
modeling individuals decisions. One of the earliest uses was in modeling focks of birds and schools
of fsh (Reynolds, 1993). Then the techniques were applied to robotic movement and path planning
(Herbert, 1998; Lee, 2003; Reif, 1999). The technique is set up to allow the behavior of an individual to
be defned through a collection of simple force-like rules. These artifcial forces sometimes relate the
social interaction between individuals and therefore the name Social Potential was given to describe
the modeling technique (Reif, 1999). The SP technique originally used potentials to calculate forces and
then used these forces to determine the movement of the individuals. Research in the feld has shown
that forces other then potential based forces might be required (Helbing, 2002) to simulate the movement
of some individuals. Therefore we will refer to any model which uses forces to determine the direction
of movement as an SP model.
In order to use this technique, the causes of the movements must be identifed and then artifcial
forces representing their effects must be designed. The appropriately designed forces will then defne
how the individual reacts to each of these causes. The fnal movement of an individual is then taken
to be a superposition of all infuencing forces. This separation into an individual force for each cause
allows for a simple defnition of the individual forces whose sum creates the specifc movements in the
individuals.
The SP technique treats each individual like a particle; these particles are attracted or repelled from
points, obstacles, other individuals, and areas of interest. This technique creates interactions on a micro-
scopic level by simulating the movement of each individual. Treating each individual as a particle allows
the creator of the model to focus on what infuences a given individual and how to defne the reaction
of the individual to these infuences. This allows for simple defnitions and relates these infuences to
a commonly used technique, Newtonian Mechanics. Groups of individuals can then be simulated by
placing numerous individuals into a common area and allowing these individuals to interact. The sum
total of all the individual movements then gives rise to the emergent behaviors which is referred to as
macroscopic Crowd Dynamics.
Simple Example
Consider searching for a place to eat when visiting a new location. This would have to be a place where
you have never been before therefore you have no previous knowledge of the location of possible places
to eat. Now assume that you intend to fnd a place by wandering around; in this way you will also get
to know the area. What factors are going to be important to you?
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Social Potential Models for Modeling Traffc and Transportation
1. Desire to stay close to the hotel, or where you are staying.
2. Attraction to visible restaurants.
3. Slight repulsion from other individuals.
4. Repulsion from crowded restaurants.
These four factors are identifed as the causes for the movements of the individual. Assuming that
there are no constraints on where you can walk (no walls or buildings) then there is a simple set of rules
governing the movement. These rules are built as a set of forces representing the previously defned
factors.
Since you want to stay near the hotel, the further you get away from the hotel, the larger the attraction
to the hotel should be. The force keeping you near the hotel should have a form which increases as you
get further away, like
hotel
r a f = or
hotel
r b
e a f

= where r
hotel
is the distance from the individual to
the hotel and a and b are parameters. As you approach an eating establishment your attraction to the
establishment should grow in the opposite manner, so the force should have something like the form
restaurant
r
c
f

=
or
restaurant
r d
e c f

= where c and d are parameters with r
restaurant
being the distance from the
individual to the restaurant. Everyone has a certain amount of personal space they attempt to maintain,
so they are generally repelled from nearby individuals by something like
individual
r
g
f = or
restaurant
r h
e g f

= .
If you are currently hungry, you know that any crowd at a restaurant generally means a long wait time,
so you should be repelled from crowded restaurants. You could represent this by using a force of the
form ) _ (#
restaurant
s individual of j f = .
In general it is easiest to start out with the simpler polynomial type forces then try the exponential
forces second. However these different forms could produce distinctly different behaviors. Choosing
the simple polynomial functions to represent the forces will give a general idea of the movement, so we
would take

) _ (#
restaurant 4
3
restaurant
2
1
s individual of j f
r
g
f
r
c
f
r a f
individual
hotel
=
=

=
=
.
The above illustrates the four general forces which one would use to begin simulating the above
scenario. There are other forces which should be present, such as a small random force to start the indi-
vidual looking for a restaurant, and to keep them from moving in perfectly straight lines. There could
also be other interactions between individuals as well as interactions to prevent the individual from
walking into buildings or other obstacles.
Generally, the approach taken in constructing an SP model involves the three broad steps discussed
above. These are:
1. Defne the important aspects which need to be modeled.
2. Decide on the types of forces and their functional form which would represent their causes.
159
Social Potential Models for Modeling Traffc and Transportation
3. Determine the appropriate values for the free parameters in the forces which would best represent
the system you are trying to model.
If there is no driving reason for choosing a certain functional form for the forces then start as simple
as you can. Begin with a simple polynomial and test the application to see if the individuals move in
the general manner that you require. Get close approximations of the parameters then see if you need to
adjust the types of forces, or possibly even add new forces. These three steps will be iterated numerous
times before completing the construction of a model. Since this process can be very time consuming it
can be helpful to start from an existing model.
CURRENT SP MODELS
There are only a few standard SP models being used to describe pedestrian movement. There are also
models which have been developed for robotic movement (Khatib, 1985; Reif, 1999) which can also be
used, but since each model for robotic movement is constructed for a specifc goal, we will focus on the
general models which are currently used for pedestrian movement. Each model has particular strengths
as well as disadvantages, but they can be used as a starting point on which to build your model. These
models already have the forces defned for basic movement and certain parameters have been set or
bounded. This allows for a simple starting point and reduces the number of free parameter values which
one would need to set (or determine) to represent a specifc simulation.
Flocking/Herding
Flocking was one of the frst recognized models using the SP technique. Craig Reynolds in the 1980s was
trying to fnd a new way of defning movement of computer simulated individuals (Reynolds, 1987). Up to
that time the movement of each individual was constructed by hand; this made simulating large numbers
of individuals diffcult and labor intensive. Reynolds found that he could represent these movements by
four simple forces: cohesion, avoidance, fock centering, and a small random force. This simulation was
called Boids and did an amazing job of representing both bird focking and fsh schooling
Of the social forces used in this model, cohesion is the force which causes the individuals to stick
together; it is a mild attractive force toward other individuals within a local neighborhood of the indi-
vidual. Avoidance is a repulsive force which balances the cohesive force so as to keep the individuals
from running into one another. Flock centering is a force used to bring the individuals into a unifed
entity. The force representing the fock centering causes each individual to try to get into the center
of the individuals it can see. This would give the individual the most protection from the surrounding
elements and enemies. A small random force is necessary to prevent an individual from walking in a
straight line. This randomness makes the simulation more accurate in portraying the life-like pattern
of humans walking.
Flock centering is very noticeable in schools of fsh. Since the fsh on the edge of the school are most
likely to be eaten, these fsh constantly push themselves toward the center, thereby pushing the other
fsh out to the edges (Seghers, 1974). The constant pushing toward the center creates the shape of the
school and causes the location of any individual in it to be constantly changing, not only in regard to its
surroundings but also with regard to the school itself. Flock centering behavior is not as recognizable
160
Social Potential Models for Modeling Traffc and Transportation
in focks of birds, so in this case, this force is less important and can be given less infuence. However,
an exception to this is found in penguins. The emperor penguins guard their eggs over the long cold
winter; the birds on the edge constantly move in towards the center causing the same cycle-type motion
as mentioned above in fsh. In this way the penguins keep the entire collection of birds at a reasonable
temperature instead of leaving the edge to freeze (Gilbert, 2006).
Current implementations for pedestrian movement generally contain various forms of the above
three types of social forces, excluding the random force. Since people do not generally have the need
for protection whereby they would struggle to get toward the center, a centering concept as in focking
is not needed. In place of focking a consistency force is added, keeping each individual moving in
the direction he/she was generally moving.
A distinction in this model is that velocities are fxed and the forces are only used to determine the
direction which the individuals will move. The collection of these forces is sometimes called a herd-
ing model, since the individuals loosely clump together and thereby act as a single collection, or herd.
These forces would typically be of the form:

F
t v
F X
f f f F
r s f
r
a r
f
v c f
cohesion avoidance y consistenc
cohesion
avoidance
y consistenc

=
+ + =
=

=
=

3
HMFV Model
Helbing, Molnar, Farkas and Vicsek realized that the representation of an individuals movements in
a physical environment must consider standard physical forces because contact can occur with other
pedestrians or objects (Helbing, 2002). In this model, an individual generally has both types of forces
acting on him/her: the physical forces and the social forces. The physical forces are actual forces, like
frictional and pushing forces, which occur when two individuals run into or otherwise contact each
other, or when an individual collides with an obstacle. The social forces are those which represent how
a self-determined individual would want to move. Both classes of forces are necessary in order to obtain
realistic movement of individuals and realistic interaction between an individual and obstacles in the
environment.
The HMFV model uses three primary forces: social, frictional, and pushing. The social force repre-
sents the personal space an individual wishes to keep open around them; it is modeled using exponential
decay. The force of friction occurs when the individual contacts another individual or an obstacle. The
frictional force on a pedestrian is tangential and opposite to the relative motion between them and the
object or other individual. The pushing force occurs due to the fact that in a crowd, packed individu-
als are slightly compressible and therefore spring, or push back, when pressing on another individual
161
Social Potential Models for Modeling Traffc and Transportation
or obstacle. The normal, pushing force is modeled by Hookes law. The forms for these forces in the
HMFV model are given below:

| |
r c N f
v N N f
e a r f
pushing
friction
b r
social
=
=
=

/
.
LKF Model
Lakoba, Kaup, and Finkelstein modifed the HMFV model by including more physically realistic pa-
rameter values in the physical forces (Lakoba, 2005). However when this was done, new issues arose,
especially when dealing with different densities of individuals in the simulations. New social forces had
to be included in order to create more physically realistic simulations for all densities. The new social
forces dealt with the directionality of interactions between individuals as well as the excitation level
of an individual. The physical forces kept the same basic form as in the original HMFV model (Lakoba,
2005), which are the frst two equations listed below.
r
The distance between two individuals,
directed to the individual on which the
force acts
r
The magnitude of the distance between two
individuals
v
The velocity of the individual of interest
v
The magnitude of the velocity
X

The change in position of an individual


t
The time step used for the simulation
s a c , ,
Free parameters to adjust strength of the
individual forces
Table 1. Variables for Flocking model
162
Social Potential Models for Modeling Traffc and Transportation
A description of the other forces introduced by LKF is in order. There are two different forms for
the social forces: one for the social force acting on an individual (ind) due to any obstacle (obs) and
another for the social force acting on an individual due to the presence of another individual. For the
former, the force is a repulsive force along the line from the individual to the center of the obstacle. Its
magnitude is given by
B
r
e faceToBack obs wF

max ) ( 1 , with the coeffcient wF1 as an orientation


factor. If
the obstacle can be seen then wF1 is unity, otherwise as the angle increases from t/2, the
value of the wF1 decreases to the value of b, which is defned below. The value of b is reached when
the angle is t. The quantity faceToBack max represents the maximum value of this force when the
individual is facing the back of an obstacle. For the social force between individuals, the form is the
same except that the additional factor wF3 is included and has the effect of replacing faceToBack max
with faceToFace max when the individual can see the other. The velocity of an individual is defned
by the excitation of the individual, their current speed, and the average speed of nearby individuals.
The excitation of the individual is also allowed to change over time, and this is based on the current
excitation and the ability of the individual to move at their initial velocity. The function wF3 is defned
as faceToBack max , or faceToFace max depending on if the entity in question can be seen. This
notation given here is a change from the notation in Lakoba (2005), but without changing the value of
any force they used. This only simplifes the defnition of the social force acting on an individual, and
causes wF3 to be nothing more than a switch from faceToFace max to faceToBack max .
| |
(
(
(

=
=
=
=

m
e
ind wF ind wF N ind f
e faceToBack obs wF N obs f
r c N f
v N N f
B
r
ind social
B
r
obs social
pushing
friction
) ( 3 ) ( 1 ) (
max ) ( 1 ) (
_
_



where
N
The outward normal vector fromthe object
or other individual, located at the point of
contact
r The magnitude of overlap between an indi-
vidual on the object of interest
k , , , c b a
Free parameters to adjust the strengths or
ranges of the various forces
Table 2. Variables for HMFV model
163
Social Potential Models for Modeling Traffc and Transportation
| |
| | | |
| | | | | |
| |
| | | |
(
(


+

=
+ + =

+ + =
+
(

+ =


=
(

preferred
local preferred g
D
B
v
v
T
e
T
t t E
t t t E t E
v p p v t E t v
b
k k e e m w faceToBack
k
e
F faceToFace
else
entity canSee
faceToBack
faceToFace
entity wF
else
entity canSee
b
entity wF

1 ) (
) ( ) (
1 ) ( 1 ) (
1
1
~
1
~
1 1 max
~
2
~
1
1
1 max
) (
max
max
) ( 3
) (
1
2
2
1
1
) ( 1
max
0
0
1 1
max 0
max
max
Some of these symbols have already been defned above. The new symbols introduced are given in
Table 3 just below along with the values of the parameters used in the original LKF model.
COGNITIVE BEHAVIORS
Cognitive behavior forces are forces that can be added to the individual to create specifc directional
choices. These are things like wandering, seeking, following a path, or following a wall. They are con-
sidered cognitive behavioral forces due to the fact that the individual is making a decision using these
forces; they are not purely reactive style forces.
Wander
Wander is sometimes referred to as a random walk. This type of force is generally needed in order to
keep an individual from walking in a perfectly straight line. Basically it creates small deviations from
the path the individual would otherwise take (Reynolds, 1999).
One method of applying this technique is to choose a small maximum angle ( max) of deviation
inside of which one would place an artifcial attraction point and then add the force from the attraction
point to the other forces acting on the individual (Figure 1). The strength of the force can be adjusted
by choosing the distance (d) the artifcial attraction point is placed from the center of the individual.
For example:
) sin * , cos * (
max max) 2 * (
d d f
random
=
=

where random is a randomly selected number between 0 and 1.
This force should never be so large that the individual will not follow the path at all; this is supposed
to be small deviations in the movement of the individual as they follow the main path. The main path
should still be selected by other forces.
164
Social Potential Models for Modeling Traffc and Transportation
3 . 0 = b
Back-to-front ratio of perception
m B 5 . 0 =
Approximate fall off length (personal space) for the
social forces
m D 7 . 0
The diameter of the individual
E The excitation state of the individual
1
0
max
=
w
v
e
i
The maximumvalue allowed for the excitement
parameter (E)
kg m 80
The average mass of an individual
) 1 , 0 ( p
The parameter representing the independence of an
individual (does not change through the simulation)
The number of individuals inside a circle of radius
B around the individual of interest, divided by the
area

2
B

4
~
2
D
=
The non-dimensionalized density of individuals

2
max
/ 4 . 5 m people =
Maximumallowable density of people per square
meter (Weidmann, 1992)
s T 2 =
The lag time for excitement to return to initial state
when unaffected
s 2 . 0 =
The average reaction time of a person

The angle between


g
and r

g

The vector representing the direction the individual


is looking
v

The velocity of the individual


preferred
v
The individuals preferred speed. The values used in
LKF were 1.5, 3.0, and 4.5 m/s.
0
v

The preferred velocity of the individual


local
v

The average velocity of individuals in the local


neighborhood

s m w / 34 . 1
0
=
Average walking speed of a non-
panicked individual
5 . 1
] 4 . 2 , 2 . 1 [
3 . 0
2
1
0
=

=
k
k
k
Parameters to adjust high density corrections for
face-to-back orientation
k , ,F c
Free parameters to adjust strength of the individual
forces
Table 3. Variables for LKF model
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Social Potential Models for Modeling Traffc and Transportation
The previous example is capable of creating a jittery movement in the individual. For a smoother
movement, one could pick such that it would have a pattern instead of being purely random (Hebert,
1998). For example: ) cos( max* ) ( t t = , would create a smooth, wave-like motion around the path
instead of the jitter due to a random selection (Ueyama, 1993). The trigonometric function can be ad-
justed to modify the frequency of the wander.
Seek (Flee)/Pursue (Evade)
Seek (Flee)/Pursue (Evade) occurs when an individual either tries to head toward an individual of inter-
est or away from an individual of interest. This is different from the standard attraction and repulsion
between individuals in that it is a selected attraction or repulsion. If a man saw someone selling fruits
when he was looking for an apple, then he would be attracted to that particular vendor, hence seeking or
pursuing the vendor. If someone was being followed and was trying to not be caught, then they would
be evading or feeing. This is a technique used in predator/prey style simulations (Isaacs, 1999). The key
feature to these behaviors is to predict where the individual (either following or being followed) will be
at some point of time in the future. The point of attraction will actually be to the projected position and
not the current position. If the pursuer goes to the point where the evader is currently at, then no mat-
ter how fast he is traveling he will never reach the evader. This is because the evader will have moved
a little bit, and therefore will be just outside of the reach of the pursuer. This is why the pursuer must
move to the projected location of the evader. For the evader, the force would be structured like
Figure 1. Wander example
max
max
point
Desired
movement
Individual
d
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Social Potential Models for Modeling Traffc and Transportation

) ( ) ( t t pursuer t evader
b
X X r
where
r
r a
f
+
=

.
Similarly, for the pursuer the force would be

) ( ) ( t t pursuer t evader
b
X X r
where
r
r a
f
+
=

=

.
Path Following
Path following is also sometimes referred to as way-point based path planning. This is the ability to
set up distinct way points to defne a path that an individual will follow as he/she progresses to a des-
tination point. In some ways, this goes against the idea of SP technique movement models in that the
path is not determined by the forces. This technique can be very useful in planning out available routes
that an individual can choose or to give an individual an idea of where movement should occur in an
environment. The individual following the path must know the waypoints and the order in which to fol-
low them. At the start, the individual gets an attraction force to the frst waypoint. Once the individual
gets close to the waypoint, the frst attraction force is turned off and the attraction to the next waypoint
in the list is turned on. This progression continues until the individual has passed all of the waypoints
in the path. This is a way to create queues or lines in a simulation.
Figure 2. Seek Flee example
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Social Potential Models for Modeling Traffc and Transportation
Wall Following
Wall following is a method which has been used for years to get out of mazes. Upon entering a maze,
place a hand on one of the walls that touches the entry way, and continue to follow that wall. If you had
started from the beginning of the maze then you are guaranteed to fnd the exit. On the other hand,
if you were dropped into the middle of the maze, you could still use this principle. First, you would
have to place a hand on a wall and mark where you are. Then follow that wall and if you found that
you returned to the exact same spot, then you would move to the other wall and repeat the scenario. If
you found that you returned once again to the exact same spot then both walls are interior walls and
the technique fails because you are basically stuck inside a room with no doors. Otherwise, you will
eventually fnd your way out.
In simulations, wall following becomes useful because when one is using social forces to represent
the movement, an individual can become stuck in closed areas and at corners. The individuals have
to get out of these areas before they can reach their goal (e.g. there could be an obstacle between the
individual and their goal that they would have to go around before they could reach their goal). Wall
following can create the necessary break-out condition to move the individual out of these trapped situ-
ations and allow them to continue toward the intended goal.
One way to do this in a simulation is to set up an artifcial attraction point which is parallel to the
obstacle and in the direction of the individuals movement (Figure 4). This new point is there to pull the
individual along the wall. This force should become active only when the individual is within a given
distance of a wall and then should fip to repulsive once he/she gets too close to the wall. This will allow
the individual to keep a given distance from the obstacle that the individual is walking along.
The second option (Figure 5) for applying wall following does not use an artifcial point of attrac-
tion, but rather just modifes the calculated forces to cause the desired movement. First, the movement
is calculated as originally defned to get a direction and magnitude; this is the calculated force vector.
Next, the line is found which goes through the center of the individual of interest and is parallel to the
obstacle of interest. Finally, the calculated force vector is projected onto the parallel line. This forces all
movements to be parallel to the obstacle of interest. Using this approach, the individual will not follow
the wall at all times, but will only follow a wall when the wall is impeding the individuals movements
toward a given goal.
Both of these techniques can be very useful when trying to manuever around obstacles and explore
environments. Some decisional logic must sometimes be included when two obstacles touch each other
so that the individual will interact with the correct obstacle.
Figure 3. Path following example
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Social Potential Models for Modeling Traffc and Transportation
ENVIRONMENTAL FEATURES
The environment is a collection of geometric objects the individual must interact with, usually by avoid-
ing them. The following are obstacles found in the simulation that defne the environment in which
individuals must maneuver.
Obstacles
An obstacle should have an external shape described in some manner such that the distance to points on
it can be found. Also, obstacles should have a center. It is best to keep the defnition of the obstacles to
simple structures like rectangles and circles. Using pixilation principles defned for computer graphics,
it is reasonably easy to represent all possible shapes by these two primitive structures (Pineda, 1988).
Figure 4. Wall following option 1
Figure 5. Wall following option 2
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Social Potential Models for Modeling Traffc and Transportation
Walls
Walls are simply rectangular obstacles placed where a wall should occur in the simulation. There are
some key points to consider though, primarily, what happens at the intersection of two walls. You do not
want individuals walking between two connected walls, so make sure that there is no gap whatsoever
between the two walls. Even a gap of a few centimeters could possibly be recognized and the individu-
als could attempt to squeeze between the two walls. This scenario can cause many problems in the
simulation, and is sometimes very diffcult to recognize. A simple solution to this is to always have the
walls overlap slightly. This removes all possibility of an individual squeezing in between the walls.
Paths
Paths were described previously as a collection of waypoints the individual follows. Paths can be con-
structed as part of the environment and then handed to individuals when they need to use them. Consider
an amusement park with fve different rides. Each ride has a waiting line, and therefore each ride would
have a path associated with it. These paths could reside as part of the environment. Once an individual
decides to go on a given ride, a copy of the rides associated path gets assigned to the individual. In
this manner, the paths are part of the environment and the individuals only use these paths when they
become of interest or are needed by the individuals being simulated (Lee, 2003).
Moving Obstacles
There is nothing that restricts an obstacle from moving. It is possible to defne a simulation where the
obstacles move regularly, like a train at a train station, or with a more complicated description, like
vehicles at an intersection. As long as the descriptions for the movement are defned on the same time
step (t) as the SP models, the two different entities can interact simultaneously. Also, if any obstacles
need to move, they could be defned as a different type of entity having a given movement pattern with
all other obstacles being stationary. Either approach is valid; it depends on what is being modeled and
which approach fts the scenario the best.
Regions
Sometimes there are areas, or regions, in an environment where certain events should happen or where
certain effects occur on an individual. These can be constructed in a manner similar to the technique
used in video games where a region of effect is created and all individuals within that region are affected.
To do this, defne a region as an obstacle in the environment which has no attraction or repulsion. As-
sociate a given effect with this obstacle. This effect could be a speed reducer to represent tough terrain,
or it could be a more mild repulsive force to represent an area where an individual would not like to
enter. These regions could be associated with given individuals or all individuals to allow for a large
variation in simulation scenarios.
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Social Potential Models for Modeling Traffc and Transportation
Interactions
How an individual recognizes other entities and obstacles in the environment is a very important aspect
to the simulation. There are a few different techniques used: centroidal, subdivision, force feld, axial,
and centroid with axial.
Centroidal
Traditionally the obstacles are treated as point masses (Reynolds, 1987) and are usually located at the
center of the obstacle. This is similar to the way an introductory course in physics simplifes the features
of Newtonian Mechanics. In progressing through the levels of physics, one learns that dealing with
everything as only point masses is a drastic over-simplifcation to the system. This simplifcation can
cause erroneous results or leave out important dynamics of the system.
Subdivision
Here, the environment is subdivided into small cells. Once the grid is developed, the obstacles are
intersected with the grid and any cell of the grid intersecting with an obstacle is considered to be an
obstacle. The grid divisions need to be chosen according to the size of the obstacles and their general
shapes. SP models are computationally dependent on the number of entities in the simulation since forces
are calculated for each obstacle and for each individual. Because of these two factors, this grid-type
division of the environment makes the calculations of movement for an individual in the simulation
much more time consuming.
Force Field
If the environment is static, a force feld can be generated from the environment defnition. This tech-
nique can combine the information on strength of attraction/repulsion and overall shape of all obstacles
in the environment (Gazi, 2005; Khatib, 1985). A map of the obstacles and their forces can then be used
to determine the social forces on an individual due to the static environment. Once the map is gener-
ated, it can be referenced by the location of the individual, and the values for the social forces would
be retrieved. The disadvantage here is that it takes a lot of work to defne the environment and then to
pre-calculate the necessary force felds to represent that environment.
Axial
This technique is based upon ray tracing concepts in computer graphics, but only a discrete number of
rays are shot. This technique was used by Craig Reynolds who would shoot a single ray in the direction
that the individual was moving and then check to see if it intersected any obstacles in the environment
(Reynolds, 1993). The point of contact with the ray and the obstacle is the point used to calculate the
interactions. Checking in the four axial directions gives a better idea of what was happening around
an individual, instead of just what was occurring in front of the individual. The ray in the direction of
movement could still be included but was not found to be that useful. This technique works reasonably
well, but can miss a large number of obstacles which should be seen by an individual.
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Social Potential Models for Modeling Traffc and Transportation
Centroid with Axial
Since all objects in a given vicinity of the individual are important, only checking in the axial directions
is insuffcient. The centroid with axial technique starts with gathering a collection of all obstacles in the
known vicinity of the individual. The centroidal distance to the frst obstacle is calculated. Next, one
checks the four axial directions and calculates the distance to that obstacle. Then, one takes the mini-
mum of the centroidal and axial distances and uses the point associated with that distance to calculate
the social forces. Repeat this process for all obstacles in the vicinity of the individual. In this way, one
is guaranteed to locate at least one point of interest for any obstacle near the individual.
Interacting with Various Models
A given SP model can be used simultaneously with a different SP model or even a different type of
model altogether. SP models are continuous models discretized in time. The key point in ensuring that
two continuous models work reasonably well together is they must have the same time step (t). In
contrast, if the other model is a discrete model, like a Cellular Automata, the time step for the discrete
model should be a multiple of the time step being used for the continuous models. If that is not possible,
have the discrete model execute the frst time step occurring after its execution should have occurred.
Take care to make sure that the speeds and sizes of the individuals are in agreement between the models
and then they can work reasonably well together.
CONCLUSION
SP techniques are very useful in describing the movements of individuals. The procedures described
have been used to implement various models and to look at how individuals might be expected to react
to given environments. However, it can easily be expanded and applied to individuals driving a car,
riding a bicycle, etc. Recently Majid Ali Khan, Damla Turgut and Ladislau Blni (Khan 2008) have
demonstrated the use of the SP technique for simulating trucks driving in highway convoys.
The mathematics of the models presented has been condensed, where needed, to allow for simpler
implementations and easier understanding of the process of the SP techniques. These simplifcations
allowed relationships between interactions with obstacles and with other individuals to be apparent
and quickly defned. Anytime individuals are in control of their movement and need to make decisions
while simultaneously being constrained by the environment, SP models can be constructed to represent
how individuals would tend to move.
Environments representing exiting rooms, walking in hallways, exiting gated areas, and wander-
ing in a room have been visualized and simulated using this technique. By adding new parameters to
existing models, ages and certain social characteristics were represented (Jaganthan, 2007; Kaup, 2006;
Kaup, 2007). This has allowed the exploration of how environmental changes can affect different types
of individuals. Differing exit strategies have been studied to see if environmental factors can be used
to increase the effciency of an exit. All of these results demonstrate the usefulness and applicability of
the procedures described for the SP technique.
It also provides the possibility of eventually testing and validating social interaction theories. Given
any theory, one could directly model that theory by programming a simulation so that the agents would
172
Social Potential Models for Modeling Traffc and Transportation
respond per that theory. Then by running the simulation, one could observe what social structure(s)
would arise.
FUTURE RESEARCH
Plans exist to continue to study additional parameters which can be included in current models to allow
the design of better simulations for describing cultural and social differences. To do this correctly, one
needs to have some reasonable measure by which one could determine whether or not two different
simulations were suffciently similar, as well as how close any one given simulation would compare to
a real world event. Such methods need to be designed as quantitatively as possible.
As a frst approach in this direction, videos have been created and gathered of various pedestrian
movements in various venues, with the intention of gathering data from these videos which could be
used for comparing simulations of these venues to real world videos of the same venue. A technique for
doing this has been developed which is still in the testing phase. Preliminary results are encouraging.
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176
Chapter VIII
Towards Simulating Cognitive
Agents in Public Transport
Systems
Sabine Timpf
University of Augsburg, Germany
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
In this chapter, the authors present a methodology for simulating human navigation within the context
of public, multi-modal transport. They show that cognitive agents, that is, agents that can reason about
the navigation process and learn from and navigate through the (simulated physical) environment,
require the provision of a rich spatial environment. From a cognitive standpoint, human navigation
and wayfnding rely on a combination of spatial models (knowledge in the head), (default) reason-
ing processes, and knowledge in the world. Spatial models have been studied extensively, whereas the
reasoning processes and especially the role of the knowledge in the world have been neglected. The
authors frst present an overview of research in wayfnding and then envision a model that integrates
existing concepts and models for multi-modal public transport illustrated by a case study.
1. INTRODUCTION
In transport planning, simulation is an established tool and traditionally comprises four sequential
steps: trip generation, trip distribution, modal choice, and traffc assignment (Ortuzar, 2001). These
macro-models were critiqued, mainly for the strict sequence of the steps (re-planning is not possible)
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Towards Simulating Cognitive Agents in Public Transport Systems
and the strong focus on individual motor car traffc (Meier, 1997). In contrast, simulations of public
transport systems require an integration of different modes of transport, where each mode has specifc
properties and peculiarities.
The current trend in traffc simulation is towards activity oriented micro simulations and the inclu-
sion of other modes of transport besides private cars (Widmer, 2000; Nagel, 2001; Raney et al., 2002a).
Raney et al. (2002b) simulate the navigation of many travelers at once, which is needed to forecast the
load on the transportation networks (Nagel, 2002). The focus in these simulations is on properties of the
whole system (traffc loads, traffc fows), not on the individual traveler. However, when more than one
mode of transport is involved, the cognitive processes of the individual traveler clearly matter. Hence,
there is a need for models that handle the details of transfers between different modes of transport and
provide agents with minimal cognitive processing capabilities.
We simulate the navigation process from the perspective of the user of the public transport system.
The focus is on the user as a cognitive agent, i.e., an agent who can reason about the navigation process
and navigate through and learn from the environment. From a cognitive standpoint, human navigation
and wayfnding rely on a combination of spatial models (knowledge in the head), (default) reason-
ing processes, and knowledge in the world. There is a consensus in the spatial cognition community
that many different models exist, but that there is a need to integrate them before the whole navigation
process can be adequately described. Up to date, no integration effort has been undertaken because of
the diversity of the existing models and theories.
Our goal is to design a modular system/framework in which different theories (and their resulting
models) can be tested. The idea is that the system will allow the exchange of modules (implemented
models) according to which theory currently prevails and for the purpose of comparing different ap-
proaches. Currently, many theories of spatio-temporal knowledge processing are known from research
in psychology, geography and robotics, but they exist in separate models or even separate research
communities. There are computational models for navigation or aspects thereof, which were built for
the purposes of either proving psychological theories or for the purpose of robot navigation. As we
will discuss in section 3, none of these models can be used for our specifc case, although we build on
insights from the TOUR (Kuipers, 1979) and NAVIGATOR models (Gopal et al. 1989). A multi-agent
simulation system where each agent has cognitive and spatial processing capabilities seems to be an
ideal basis for integrating models of navigation and test their effectiveness.
We will thus use a multi-agent methodology to simulate the complete navigation process, i.e. the
wayfnding and the locomotion processes for a public transport system. This is different from other ap-
proaches where either the wayfnding aspect alone is modeled for a single agent (Raubal, 2001; Frank,
2001; Pontikakis, 2006) or the research is focused on pure locomotion described as physical models (e.g.,
Helbing & Molnar, 1995; Raney et al., 2002a). The integration of existing models will be a challenge
in itself thus we will work with a case study of navigation in a public transport system and especially
with a study of the transfer process. The need to transfer from one means of transport to another at a
specifc time and place is mentioned as stressful by 70% of public transport users in our case study;
50% admitted to being annoyed by the need to transfer and 63% would rather travel a longer route than
transferring (Heye, 2002).
The spatial and spatiotemporal reasoning processes during the transfer situation are rather complex
(Raubal 2001; Heye & Timpf 2003). Formally modeling the basic process is possible and revealing
(Retschi 2007). Such a model forms the basis for a multi-agent model of public transport. Navigation
is an integrative process and requires many different sub-processes, which are well researched. An in-
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Towards Simulating Cognitive Agents in Public Transport Systems
tegrated model dealing with all aspects of navigation at the personal level has not yet been established.
In this research, we are working towards such an integrated model in which different theories and dif-
ferent combinations of models of sub-processes can be experimented with in a single framework and a
consistent fashion.
In the remainder of the chapter we will frst describe the process of navigation as we understand it
now while reviewing pertinent literature on the perception and representation of spatial information.
We will pay special attention to the role of the environment, the processing of spatial information and
the building of cognitive models. Section 3 presents and discusses computational models of navigation
and wayfnding. Section 4 studies a case of navigation in a public transport system. Finally, in section
5 we provide our conclusions and present future work.
2. THE PROCESS OF NAVIGATION
Navigation is a process that includes (1) the thought processes going on while planning a trip and carry-
ing it out; and (2) the physical locomotion along the route. The information processing is also known as
wayfnding. As a scientifc discipline, wayfnding is a relatively young feld that originated in architecture,
more precisely, with Kevin Lynchs (Lynch, 1960) book The Image of the City. Lynch carried out em-
pirical research on how individuals perceive and navigate the urban landscape. He described wayfnding
as the consistent use and organization of defnite sensory cues from the external environment.
Wayfnding takes place in large-scale space (Kuipers, 1978), that is, space that cannot be seen and
apprehended from a single vantage point. Research on wayfnding deals with the investigation of spatial
abilities, wayfnding tasks, and means to solve the tasks (Allen, 1999, Golledge book 1996). Wayfnding
is defned as spatial problem-solving with the purpose of reaching a destination (Arthur and Passini,
1992). It is also problem-solving under uncertainty (McDermott and Davis, 1986), because the traveler
does not know and cannot plan for all the details of the trip. These unknown details are (hopefully)
provided by the (physical, social and institutional) environment in which the wayfnding takes place.
Thus, the problem-solving process is a continuous matching of perceptual input from the environment
with existing knowledge, and in the lack thereof, with default (Barkowsky, 2002) or common sense
knowledge (Kuipers, 1979). Therefore, wayfnding requires an interplay between knowledge in the
head and knowledge in the world (Norman, 1988). In fact, the knowledge in the world could be seen
as a type of external storage of spatial knowledge.
Locomotion is the physical movement in space with a body, describing the action part of the naviga-
tion process. While humans move about in space they avoid static and moving obstacles, automatically
fnd paths around larger obstacles, determine trajectories and react with their own body movements to
all these processes. Locomotion could also be described as the subconscious processes in navigation.
Within the context of modeling navigation of humans, research on locomotion is scarce. In contrast
to computer graphics, where the actual movements of the body parts are of interest (see e.g., Thalman
computer graphics book), we are looking for algorithms describing human behavior from a birds eye
view. Another source of locomotion algorithms can be found in robotics research. However, due to the
different sensory equipment, robot locomotion algorithms cannot easily be applied to human movement.
In evacuation research, moving humans are treated as particles following physical laws. The social force
approach (Helbing and Molnar, 1995) for example requires careful calibration of the model in order to
yield natural (i.e., human-like) behavior.
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2.1 The Role of the Environment
The physical environment plays the role of information storage on one hand; On the other hand, the
traveler is bombarded by sensory information from the physical environment that needs to be sorted
out. The traveler needs to fnd a balance between information input and focused information retrieval.
Finding this balance can be infuenced greatly by the structure and dynamics of the environment.
Bovy and Stern (1990) describe three objective factors that determine individual travel behavior:
the physical environment, the socio-demographic environment (people around us) and the normative
environment (knowledge about rules of behavior). In addition, a subjective factor infuences the percep-
tion of these objective factors. In route choice and planning, the physical environment has the largest
infuence. The same is true for route descriptions or route instructions: the physical environment in the
form of landmarks plays the most important role in producing good route instructions (Denis 1997).
Grling (1986) proposed a system for classifying environments to predict the extent of wayfnding
problems. Weismann (1981) recommended similar classes of environmental variables that infuence
wayfnding performance (meant for buildings). According to Grling, the following facets of the envi-
ronment are important for successful wayfnding:
degree of architectural differentiation,

degree of visual access, and

complexity of spatial layout.


The degree of architectural differentiation is less relevant for the public transportation environment
than it is for the building literature, except for underground environments. Travelers need to differenti-
ate between transfer points, but this is usually made easy with signs stating the name of the station.
By design those names are unambiguous within a specifc transportation system. For our specifc case
study each station differs from others by the urban environment in which they are set.
Visual access is important for the traveler. The start and goal of a route within a city are usually not
visually accessible from a single vantage point, because the space we are dealing with is at a geographic
or environmental scale (Montello 1993). Visual access is important anywhere along the route, however
it is especially important within transfer points. Travelers need to be able to see the stop where they are
supposed to board the transportation means. In our case study most stops within a transfer point are
visible or almost visible (i.e., walking a few paces will make the stops visible).
The complexity of spatial layout refers to the environmental size and the number of possible desti-
nations and routes. A simple layout should facilitate both the formation and execution of travel plans
by making it easier to choose destinations and routes, to maintain orientation, and to learn about the
environment (Grling 1986). In our case study the transfer station Regensbergbrcke (cf. Fig.2) retains
a simple layout: it is a prototypical street crossing.
The complexity of spatial layout and visual access are linked: a complex layout may mean a visually
cluttered environment; conversely a visually legible environment may not mean a simple layout. Lynch
(1960) has emphasized the importance of the legibility of the environment, of which visual access is one
part and maybe the complexity of spatial layout another. Good legibility of the environment improves
perception and orientation and thus wayfnding.
Lynch (1960) found that humans persistently organize space for orientation purposes using fve ele-
ments: nodes, paths, landmarks, edges, and districts. Nodes are places where several paths come together
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- they represent important decision points along a route. Paths represent streets, pathways or waterways
along which a traveler can proceed. Landmarks provide recognizable environmental objects, often over
larger distances, that help with orientation. Edges have the function to demarcate one area from another
- for example the edge along the river, but also barriers such as overpasses can be considered edges.
Finally, districts defne recognizable areas within the urban landscape. It needs to be pointed out that
objects within an urban environment can belong to several of these elements. Their interpretation depends
on the travelers viewpoint, e.g., an overpass can be classifed as a path by the car traveling over it, but
perceived as a barrier by the pedestrian crossing underneath. Passini (1992) expanded Lynchs concepts
to include signage and other graphic communication - spatial clues inherent in the environment.
2.2 Perceiving the Environment
Travelers perceive the environment within the context of navigation, i.e., their attention is focussed
on fnding cues and retrieving information from the environment. Two main theories exist about the
perception of the environment: the frst one is the theory on affordances by Gibson (1986). Affordances
are what objects can offer the perceiving person. For example a chair affords sitting by its form, a path
affords following, a barrier affords stopping (negative affordance).
Image schemata (Johnson 1087) are a second way to perceive and interpret the environment. Image
schemata are mental patterns, which provide a structured understanding of our experiences. For naviga-
tion, the image schemata path, part-whole, link and gateway are the most important ones.
In Raubal & Worboys (1999), image schemata are augmented with action and information affordances
to describe the physical environment as perceived by a human. This results in a wayfnding graph. The
nodes of the wayfnding graph represent states of knowledge and the current location, whereas links
represent transitions between those. In Retschi (2007) image schemata are used to produce a different
wayfnding graph consisting solely of image schemata (see section 3) and their interconnections.
2.3 Representations: Mental Models and Cognitive Collages
Mental models store the knowledge gained from experiences in geographic space (Lynch, 1960; Golledge,
1999). They are spatial mental models in the sense of Johnson-Laird: A mental model is an internal rep-
resentation of a state of affairs in the external world (1992). When traveling, the perceived environment
is compared with the existing mental map. Differences between perception and representation are noted
and updated in the mental map. This update process is crucial for learning about the environment.
Lynch (1960) reported that urban inhabitants understand their surroundings in a predictable way,
forming mental maps with usually fve elements: paths (streets, sidewalks), edges (perceived boundaries
such as walls, shorelines), districts (relative large urban regions with distinct properties and resulting
identity), nodes (intersections or focal points), and landmarks (readily identifable objects which serve
as reference points for orientation). The most important elements for wayfnding are paths, nodes, and
landmarks, the minimal route information relies on paths and nodes.
There is a consensus in the literature that a mental map can only be metaphorically compared to a
real map, i.e., a scaled and coherent representation of the geographic world. Mental maps can rather be
seen as cognitive collages (Tversky, 1993): information along routes is added to the mental representa-
tion but it is not integrated into a coherent whole. Imagine that you are walking along a street one day
from one direction, the other day from the opposite direction. You two paths did not coincide and thus
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you did not make the connection that the two streets could be the same. So, two separate information
pieces were added to your mental map.
Mental maps are distorted in that the angles of street corners or the overall orientation of a street
within a city are usually falsely remembered. Humans tend to remember approximate angles and dis-
tances and an abstraction process is carried out that fxes angles to multiples of 30 or 45 degrees and
represents distances in time units. Other mental processes such as hierarchization (Hirtle & Heidorn,
1993) and orientation further distort the spaces perceived while traveling. In addition, attention plays
an important role in what and how well we perceive. When traveling we pay attention to our route and
some additional information along the route. This type of knowledge has been termed route knowledge
(Siegel & White, 1975). Mental maps are, metaphorically speaking, containers in which many different
route information pieces are stored. Sometimes we are able to ft several pieces together into a coherent
whole and reason about this space correctly. At other times, the information gap is such that we cannot
come to a spatial image that fts our current perception. In these cases we need to rely solely on our
perception and interpretation of the environment.
2.4 Reasoning while Navigating
Goal-directed wayfnding consists of three main actions or tasks: planning, tracking, and assessing (In-
fopolis2 1999). Planning answers the question where do I need to go?, tracking deals with the question
where am I compared to the plan?, and assessing argues how good has my travel plan and subsequent
execution been?. Planning mostly takes place before the trip, tracking goes on during the trip, and as-
sessing is the main task for the last part of the trip or after the trip. In addition orientation plays a major
role. The difference between orientation and tracking is that orientation answers the question as to where
I am, whereas tracking compares the current location to the planned location.
The goal-directed navigation process has two principal reasoning processes: a planning process and
a traveling process. The planning process can be described as pure information processing, whereas
the traveling prcoess comprises both, the locomotion aspect (i.e., the movement across space itself)
and the information processing aspect. Actions within the information processing and the locomotion
are further subdivided into operations, but are themselves part of a specifc activity (Kaptelinin, 1999;
Nardi, 1996). This leads to a hierarchical organization of activities or tasks (Freksa, 1991) and their
corresponding spatial models (Timpf et al, 1992; Timpf, 2002, Timpf & Kuhn, 2003).
In spatial information processing the existence of multiple representations (models) provides a crucial
element when dealing with humans: each additional solution to a problem resulting from a different
representation adds to the humans confdence in the correctness of the solution.
Table 1. Activity Model of Wayfnding, derived from Infopolis2 (1999)
Activity Wayfnding: get from place A to place B
Tasks Planning Tracking Assessing
Operations Information gathering, fnd
routes, determine constraints,
determine complexity, produce
instructions
Orienting,
track location, compare
to plan, orient yourself
Compare needed to planned time,
assess instructions, determine
complexity of route
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The representation of space when dealing with the activity wayfnding is called a spatial mental
model (Tversky, 1993). Spatial mental models are used to store information about and experiences with
geographical space. Subsequently to this learning phase information about a specifc geographical space
and about inferred properties are retrieved to solve wayfnding and locomotion tasks. It is not exactly clear
how the process of applying information to a new situation works. Currently, there is much debate about
the role of analogical reasoning in psychology, which might be a key to this knowledge application.
3. COMPUTATIONAL MODELS OF NAVIGATION AND WAYFINDING
Computational models provide the researcher with a means to test theories and models. Many different
models of navigation and wayfnding exist. TOUR (Kuipers, 1978) was the frst computational model
of wayfnding. It illustrates the wayfnding process with incomplete knowledge about the environment
using a view, action, view structure. Other models include TRAVELLER (Leiser, 1989), NAVIGATOR
(Gopal, 1989), and ELMER (McCalla, 1982). All these models have a strong focus on individual learn-
ing about the environment, that is, they simulate how the cognitive map is built, but they do not intend
to simulate the complete navigation process.
This is also true of more recent models. PLAN (Chown, 1995) pursues a head-up approach, starting
from the individual that is looking around and perceives what is called a scene. It also tries to embed the
wayfnding process into human cognition in general. The Spatial Semantic Hierarchy SSH (Kuipers,
2000), a sequel to TOUR, identifes different layers of reasoning more clearly than the original model.
Both PLAN and SSH are being applied to research in robotics.
The MOSES software agent (Maass, 1995) is a computational model for the generation of incremental
route descriptions. The agent travels through a 3D environment, selects visuospatial information and
generates appropriate route descriptions. The model is based on two cognitive abilities, which are visual
perception and natural language, whereby the agent adapts his linguistic behavior to spatial and temporal
constraints. The focus however, is on the production of language, not on the navigation process.
Timpf et al. (1992) developed a model for navigation in interstate networks based on hierarchical
spatial reasoning in task graphs. The reasoning of this model was implemented to show which minimal
information is needed in a data structure for the reasoning to work at all levels of detail (Timpf & Kuhn
2003).
Raubal (2001) simulated a wayfnder navigating in an airport, represented as a graph and annotated
with signage information. He stresses the importance of an investigation of the information needs of
travelers, following a research direction suggested by Gluck (1991). The model can be used to deter-
mine where and why people face wayfnding diffculties in buildings, which was illustrated for signage
problems in airports.
The ODEON software is a computational model of wayfnding in complex spaces using image
schemata (Retschi 2007). In contrast to all other approaches, this research dealt with scene spaces,
i.e. spaces where there is no network provided by the environment. The program requires an image
schemata network as input, on which the reasoning is performed.
Research by Pontikakis (2006) simulates a cognitive agent who moves in a network space where
different states occur for the agent. This thesis integrates wayfnding processes and business processes
(such as buying a ticket). The model uses affordances to determine potential actions.
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Caduff (2007) implemented a framework for navigating in a urban environment using (automatically
derived) landmarks. The system starts with the perception of scenes, extracts salient objects according
to perceptual, cognitive and task-related criteria and produces a ranking of potential landmarks for that
scene. Using many agents with different paths, the individual ranking of landmarks can be extended
to a global ranking.
Common to these models is the aspect of navigation in the real world, as opposed to navigation in
virtual space. However, all the models (except Pontikakis) assume one single modality throughout the
whole process, which seldom represents reality in urban spaces, where travelers have the option to choose
between several transportation means (i.e. walking, driving, taking the train, etc.). With the change in
transportation means the change in environment and the human ability to switch from one interpretation
to another comes to the fore. Hence, further research is required to understand the cognitive process
involved with multimodal traveling and to simulate this process accordingly.
In summary, one can say, that a wealth of models of wayfnding and navigation exist. However, each
model deals with one or two special aspects of navigation and tests a single hypothesis. In order to
model the whole process of navigation and to compare different modalities, a single framework needs
to be provided that allows for integrating existing models. The next section presents such a framework
using a special case study - that of public transport - where most of the heretofore discussed models
need to be integrated.
4. CASE STUDY ZRICH REGENSBERGBRCKE
In contrast to transportation simulations where the focus is on the whole system, in our navigator model,
we will focus on the single agent and his capabilities to orient in space, plan a route, determine instruc-
tions, perceive affordances, make use of image schemata, increment the mental model and reason using
knowledge from the head and the environment. A situation in which these capabilities all play a role is
the transfer process in public transportation.
In our case study a public transport user travels from Oberwiesenstrasse to Bad Allenmoos, chang-
ing means of transportation at the transfer node Regensbergbrcke. A process model of this short route
should encompass the agents perception of the physical environment (pertaining to the navigation),
storage of spatial information in a mental map, spatial information processing concerning the transfer
process and the (simulated) locomotion from start to goal.
4.1 Modeling the Physical Environment
The physical setup consists of four nodes in a (real) transportation network (see Fig. 1): Oberwiesenstrasse,
Regensbergbrcke, Bahnhof Oerlikon and Bad Allenmoos. Three of these nodes (Oberwiesenstrasse
<-> Regensbergbrcke <-> Bahnhof Oerlikon) are part of bus line 62, and again three nodes (Bahnhof
Oerlikon< -> Regensbergbrcke <-> Bad Allenmoos) are part of tramway line 11. Each node contains at
least two stops (one per direction) with stops being different for tram and bus even though they may be
(and often are) in the same spatial area/region. There also exists a network for walking - the pedestrian
network. Here we just show the network present at each node in order to enable walking from one stop
to the next, additional edges linking the stops over larger distances and paralleling the tram or bus lines
are not shown, although they are part of the model.
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The last network is one that enables entering and leaving a transport vehicle, i.e. it facilitates changing
the means of transport. This network consists of a set of links, namely links from a stop of type1, e.g.,
of type bus, to a stop of type2, e.g., of type pedestrian. Only links from pedestrian nodes to other nodes
and back are possible. These links also incorporate the spatiotemporal information of the timetable,
i.e., they only exist from near the time of a scheduled stop of a vehicle (maximum desired waiting time)
until the scheduled departure of that vehicle.
In addition to the above graph representation we need to model the physical environment in a way
that makes locomotion possible. This is accomplished by modeling the world according to Lynchs fve
elements: paths, nodes, barrier, district, and landmarks. Instead of using a graph representation for paths
and nodes, for the locomotion we have to model a walkable surface (Fig. 3, see also Thomas and
Donikian 2008) or conversely, all barriers to locomotion. This encompasses all pedestrian sidewalks
and walkways, and all waiting areas at stops. Treating all walkable surfaces as potential scenes allows
integrating the ODEON model for wayfnding.
When orienting herself, the traveler makes use of knowledge about landmarks. In classical spatial
cognition studies, landmarks are considered to be point-like objects that are prominent and can be per-
ceived from a large distance. In newer studies (Presson & Montello, 2003; Caduff 2007), landmarks
are considered to encompass all memorable visible urban objects, be they point-like, linear or area fea-
tures. In this case study there are not many landmarks - however the bridge crossing the railway tracks
qualifes as landmark as well as the railway tracks (linear feature) themselves. Equally qualifying are
a fountain, a kiosk, and a DVD shop (Fig. 2).
Figure 1. Transportation network in case study Zurich
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4.2 Perceiving and Mentally Mapping the Environment
During locomotion, the agent perceives the environment and stores the perceived information in a
mental map. Perceivable features are landmarks and all stops in the public transportation network (we
assume that all stops have some kind of sign bearing the name of the stop). Signalized crosswalks could
also be considered as landmarks.
We cannot assume that an agent can perceive all these qualitative differences in the typifcation of
environmental features. However, in a frst shot, we will assume that the agent can perceive the features
as we intended her to perceive them. This means that once our frst agent has carried out the simulated
wayfnding process, she should have a complete mental map of the route - no errors and no miss-classif-
cations of features. For other agents we can change the perception using several flters, e.g., the attention
flter focuses the attention on a single feature or feature type and only this feature will be encoded in the
mental map. Similarly an error flter, a mis-classifcation flter etc. can be modeled. For such a simple
physical situation only the attention flter makes sense and will be used in our simulation.
A flter that is associated with attention is the visibility flter. If a feature is not visible then it cannot
be added to the mental map. However, calculating visibility within the representation at our disposal is
not possible. Thus, an additional data structure for representing visibility is needed. There are several
potential data structures for this purpose: one is the use of isovists, which are viewshed polygons that
capture spatial properties by describing the visible area from a given observation point (Wiener, 2004).
A second possibility is the use of a visibility graph (Raubal & Worboys, 1999), where for each node the
visibility to each feature is encoded. For our model, the second option is preferable, since we already
have a graph data structure at our disposal and the number of features is relatively small.
Figure 2. Walkable surfaces for locomotion and landmarks (map: GIS Viewer Zrich)
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There is a consensus that the general structure of a mental map can rather be compared to a cognitive
collage (Tversky, 1993) than to a map. However, a collage is not suited as a data model for a computer
representation of mental maps. The most common underlying data structure for a mental map is con-
sidered to be a (usually planar) graph. An extension to a hierarchical form, encompassing differently
detailed linked representations in the form of an information collage, has also been proposed (Timpf,
2005). Other representations are route graphs (Werner et al., 2000) or scene graphs for scene spaces
(Retschi, 2007). We will therefore model a mental map as a graph, combining different spatial infor-
mation fragments. Each information fragment is associated with a physical feature (nodes or landmarks
in Lynchs sense). For our case study we will neglect the Lynch elements district and barriers. Barriers
are implicitly modeled with the defnition of the walkable areas. Districts could be modeled using a
hierarchical graph structure, however, unless some specifc reasoning about districts is going on, this
does not seem to be a compulsory element in our model.
4.3 Wayfnding and Locomotion
The wayfnding process consists of frst an orientation phase, then defning the goal in relation to the
current location, determining the exact route (at least the next step and with the constraints given by
the timetable of the means of transport), and fnally, starting the journey by walking. At each transfer
station the same sequence needs to be repeated at a smaller resolution, i.e., it is necessary to determine
the location of the goal stop from the current position within the transfer station. Our agent also needs
to understand concepts such as boarding a bus, signaling a stop and getting off the bus, although these
processes are subtly different in each city. The thought processes can be modeled using an activity
framework. Each phase is modeled as a separate action with the activity wayfnding - the sequence of
actions leads to the locomotion phase.
The locomotion phase only seems to be straightforward: once the agent starts walking towards a
goal, she will avoid barriers and obstacles, such as other agents, in order to reach the goal. However, an
avoidance behavior for outdoor areas that looks natural is hard to come by. The usual solution, e.g.
path following using predefned locations should be avoided because of being too deterministic. The
social force approach (Helbing & Molnar, 1995) requires careful calibration of the model and even of
parts of the model in order to yield a natural behavior. A study on the suitability of different locomotion
models will be required.
5. CONCLUSION AND FUTURE WORK
A simulation allows for experimenting with models. It is a means of gaining insight into some topic.
Simulations are frequently used when an experiment with the real system is not feasible for some
reason. This is clearly the case with navigation, where many people are involved and the environment
cannot easily be changed. Simulation models of wayfnding create their own environment, probably
matching some real environment, and have agents representing human wayfnders, interact with this
virtual environment and each other. For the simulation of realistic agent behavior complex and valid
environmental models have to be modeled. In simulations, the modeled environment should always be
a frst order object that is as carefully developed as the agents themselves (Klgl, 2005). The result is a
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cognitively plausible simulation of multimodal navigation, which will provide insights into this complex
task and the underlying cognitive processes.
As mentioned above, the goal of this research is to use a multi-agent system to model and simu-
late the wayfnding process as well as the locomotion process of navigation. The wayfnding process
describes the information processing going on while navigating. As we have shown, many different
representations and models of space and spatial relations are necessary to computationally model the
navigation process. This is the main reason why we have not been able (yet) to implement and test our
model within a multi-agent system. However, efforts in this direction are ongoing with the multi-agent
system SeSAm (Klgl et al., 2006).
In addition to the breadth of representations, each representation has (usually) more than one variation
that seems as plausible as the selected one. The only sensible way to distinguish between those varia-
tions lies in consistent experimentation with the different variations. Our design of this system helps
with experimentation by providing a common and consistent framework for simulation. This requires
even more representations.
Our future work then consists of the following points: fnish the realization of the models for way-
fnding and locomotion within a multi-agent system and start the experimentation with a single model;
In parallel develop alternative models and alternate those in the experimental setup. Many models are
only made for one such representation and the integration within a computational framework is a chal-
lenge in itself.
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Section II
Intelligent Traffc Management
and Control
193
Chapter IX
An Unmanaged Intersection
Protocol and Improved
Intersection Safety for
Autonomous Vehicles
Kurt Dresner
University of Texas at Austin, USA
Peter Stone
University of Texas at Austin, USA
Mark Van Middlesworth
Harvard University, USA
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Fully autonomous vehicles promise enormous gains in safety, effciency, and economy for transporta-
tion. In previous work, the authors of this chapter have introduced a system for managing autonomous
vehicles at intersections that is capable of handling more vehicles and causing fewer delays than mod-
ern-day mechanisms such as traffc lights and stop signs [Dresner & Stone 2005]. This system makes
two assumptions about the problem domain: that special infrastructure is present at each intersection,
and that vehicles do not experience catastrophic physical malfunctions. In this chapter, they explore two
separate extensions to their original work, each of which relaxes one of these assumptions. They demon-
strate that for certain types of intersectionsnamely those with moderate to low amounts of traffca
completely decentralized, peer-to-peer intersection management system can reap many of the benefts of
a centralized system without the need for special infrastructure at the intersection. In the second half of
the chapter, they show that their previously proposed intersection control mechanism can dramatically
mitigate the effects of catastrophic physical malfunctions in vehicles such that in addition to being more
effcient, autonomous intersections will be far safer than traditional intersections are today.
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
INTRODUCTION
Recent advances in technology have made it possible to construct a fully autonomous, computer-con-
trolled vehicle capable of navigating a closed obstacle course. The DARPA Urban Challenge [DARPA
2007], at the forefront of this research, aims to create a full-sized driverless car capable of navigating
alongside human drivers in heavy urban traffc. It is feasible that, in the near future, many vehicles will
be controlled without direct human involvement. Our current traffc control mechanisms, designed
for human drivers, will be upgraded to more effcient mechanisms, taking advantage of cutting-edge
research in the feld of Multiagent Systems (MAS).
Intersections are one aspect of traffc control that are particularly compelling multiagent systems.
Often a source of great frustration for drivers, intersections represent both a sensitive point of failure
as well as a major bottleneck in automobile travel. While fully autonomous open-road driving was
demonstrated over ten years ago, events such as the DARPA Urban Challenge prove that city driving,
including intersections, still pose substantial diffculty to AI and intelligent transportation systems
(ITS) researchers.
Managed Intersection Control
Previously, we proposed an intersection control mechanism to direct autonomous agents safely through
an intersection [Dresner & Stone 2005]. This system is based on the interaction of two classes of agents:
intersection managers and driver agents. Driver agents call ahead to an intersection manager at the
intersection, reserving the time and space needed to cross. Specifcally, when approaching an intersec-
tion, a driver agent sends a request message containing a predicted arrival time and velocity, along with
basic information about the vehicle it is controlling. The intersection manager responds with either a
confrmation message containing details of the approved reservation, or a denial message, signaling that
the parameters sent by the driver agent are unacceptable. In the case of confrmation, the driver agent
will attempt to meet the parameters of the reservation, and will cancel the reservation if it cannot. In
the case of denial, the driver agent must try to make a different reservation.
Intersection managers base their decisions on the supplied parameters and an intersection control
policy. The most effcient policies, including FCFS or frst come, frst served, simulate the trajectory
of the vehicle through the intersection. At each stage in the simulation, the intersection manager checks
whether the vehicle is within a certain buffer distance of any other vehicle in the intersection. If the
requesting vehicle can cross the intersection without entering any space-time reserved by another ve-
hicle, the policy creates the reservation, and the intersection manager approves the request. Otherwise,
the policy does not create a reservation, and the intersection manager denies the request. By integrating
these policies with traditional traffc light systems, we have also demonstrated that the system can ac-
commodate human traffc [Dresner & Stone 2007]. This multiagent approach offers substantial effciency
benefts as compared to existing mechanisms, such as traffc lights and stop signs. Vehicles pass through
the intersection faster, and congestion at intersections is signifcantly reduced.
Although at the city level this system is mostly decentralized, at each individual intersection, traffc
is coordinated by a single arbiter agent, the intersection manager. We therefore designate this system
a managed intersection control mechanism. An intersection controlled by a traffc light is also a man-
aged intersectionthe traffc light being the arbiter agent. Conversely, we designate intersection control
195
An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
mechanisms without an arbiter agent, such as stop signs and traffc circles, unmanaged intersection
control mechanisms.
Managed intersection control mechanisms have a major drawback: cost. An arbiter agent of some
sort must be stationed at the intersection, and our previously proposed managed system, this agent must
have suffcient computational resources and communications bandwidth to rapidly negotiate a high
volume of requests. Although the throughput benefts in large intersections would certainly warrant
this expense, the system would be uneconomical for small intersections.
Stop signs are a low-overhead, unmanaged system designed for low-traffc intersections, comple-
menting larger intersections managed by traffc lights. In the frst half of this chapter, we propose an
unmanaged intersection control mechanism for autonomous vehicles, designed specifcally for low-
traffc intersections. Our systembased on peer-to-peer communication and requiring no specialized
infrastructureis a similar complement to the managed intersection we previously proposed [Dresner
& Stone 2005]. We make similar assumptions about the driver agent, such that a driver agent capable of
using the managed system can be modifed to use both systems seamlessly. We also present empirical
data comparing our system to both traffc lights and stop signs. We focus our analysis primarily on the
comparison between our system and the class of intersections that would currently be managed by a
stop sign (low-traffc intersections), as these are the intersections for which our system is intended.
Safety Questions
In addition to gains in effciency and economy, autonomous vehicles also promise vastly increased safety
for automobile transportation. By taking the responsibility of driving away from humans, autonomous
vehicles will completely eliminate driver error from the complicated equation of automobile traffc. By
some estimates, driver error can be blamed for as much as 96% of all automobile accidents [Wierwille
et al. 2002]. Thus, even if each accident were substantially worse, overall autonomous vehicles would
represent an improvement in safety over the current situation. With automobile collisions costing the
U.S. economy over $230 billion annually, any signifcant decrease would be a major triumph for artifcial
intelligence [National Highway Traffc Safety Administration 2002].
By coordinating the actions of many autonomous vehicles, our reservation-based system dramatically
decreases time spent stopped or slowing down due to intersections. Because the system heavily exploits
the precision sensory and control capabilities of computerized drivers, it offers dramatic improvements
in effciency. However, this increased effciency is quite precarious. The system orchestrates what can
only be described as extremely close calls, with vehicles missing each other by the smallest (albeit
adjustable) margins
1
. Figure 1 contains a screenshot depicting a particularly busy intersection.
While the system is safe in the face of communication failures, we have not addressed the possibility
or effects of mechanical failures or unlikely freak accidents. In a world without vehicle malfunctions,
this would be little cause for concern. However, one can easily imagine an otherwise ordinary problem,
such as a fat tire or a slippery patch of road, quickly becoming a nightmare.
Even though the vast majority of automobile accidents can be blamed on driver error (or in some cases,
the limitations of human drivers), if individual incidents are a hundred times more deadly, no reasonably
achievable reduction in incident frequency will effect an overall improvement. However, if in the rare
event of an accident, the total damage can be kept under controlperhaps at most a few times as many
as normalthen, as a whole, riding in automobiles will be a safer experience than it is today.
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
In the second half of this chapter, we describe safety features of the system designed to deal with
these types of failures. We perform a basic failure mode analysis demonstrating the necessity of such
features, and give extensive empirical evidence suggesting that these features are not only effective,
but also robust to poor communications.
REMOVING THE INTERSECTION MANAGER
To address the issue of high cost associated with managed autonomous intersections, we have created a
low-cost alternative for low-traffc intersections. In this section, we introduce our unmanaged autono-
mous intersection control mechanism. First, we specify the goals of our system. Next, we describe our
assumptions about the driver agents. We then outline the protocol for communication between vehicles,
and describe the rules that each vehicle must follow.
Goals of the System
For an unmanaged intersection control mechanism for autonomous vehicles to be both effective and
economically viable, we believe it should have the following properties:
Vehicles using the system should get through the intersection more quickly than they do using
current mechanisms (i.e. stop signs).
The protocol should have minimal (ideally none) per-intersection infrastructure costs.
The protocol should guarantee the safety of the vehicles using it. Specifcally, if all vehicles follow
the protocol correctly, no collisions should result.
Figure 1. A screenshot showing a busy intersection with a lot of close calls
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
Vehicle-to-Vehicle (V2V) Protocol
Unlike the protocol for our managed intersection [Dresner & Stone 2004], our protocol for unmanaged
autonomous intersection control is designed for communication among only one type of agent: driver
agents. In our system, each agent sends and receives information to and from each other agent, main-
taining up-to-date information about every vehicle approaching the intersection. Dropped packets and
limited transmission distance may cause agents to have outdated or inconsistent information. Because
data transmission is largely asynchronous in an ad-hoc wireless network of mobile agents, this protocol
cannot rely on a dialogue between agents. As such, the protocol is simple, consisting only of broadcast
messages. There are two types of messages: CLAIM and CLEAR.
Claim
A CLAIM message is sent by an agent in order to announce its intentions to use a specifc space and time
in the intersection. CLAIM contains information describing both the vehicles intended path through the
intersection, as well as when it believes its traversal will take place. Once the agent has chosen these
parameters, it broadcasts its CLAIM repeatedly. The message contains seven felds:
vehi cl e _ i dThe vehicles unique Vehicle Identifcation Number (VIN).
message _ i dA monotonically increasing counter specifc to this message. Other agents will
use message _ i d to identify the most recent message from this vehicle. This number is not
changed when a specifc message is rebroadcast; it is incremented only when a vehicle generates
a new message to broadcast.
st opped _ at _ i nt er sect i onA boolean value representing whether the vehicle is stopped
at the intersection.
ar r i val _ l aneThe lane in which the vehicle will be when it arrives at the intersection. Each
lane incident to the intersection has an absolute index available as part of the intersections layout
information.
ar r i val _ t i meThe time at which this vehicle will enter the intersection.
exi t _ l aneThe lane in which the vehicle will exit the intersection.
exi t _ t i meThe time at which this vehicle will exit the intersection.
Clear
An agent sends a CLEAR message to release any currently held reservation. This message cancels any
pending reservation; even if other agents have differing or outdated information about an agents res-
ervation, the agent can still cancel. The CLEAR message is broadcast repeatedly, with the same period
as CLEAR, to ensure it is received by all other agents. This message has two felds:
vehi cl e _ i dThis vehicles VIN.
message _ i dA monotonically increasing number specifc to this message. This is the same
as the message _ i d feld in CLAIM.
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
Message Broadcast
Because each message contains all the latest relevant information about the sending vehicle, agents need
only pay attention to the most recent message from any other vehicle. Each message is also broadcast
repeatedly with a set period to ensure its eventual delivery, should a new vehicle enter the transmis-
sion range of the sender. As a result, although occasional dropped messages may increase the delay in
communications between vehicles, they should not pose a signifcant threat to the safety of vehicles
in our system. In situations with higher rates of packet loss, messages may need to be broadcast more
frequently to compensate. Conversely, in low-latency, high-reliability scenarios, messages can be sent
less frequently.
For security purposes, we also assume that each message is digitally signed, ensuring that driver
agents cannot falsify the vehi cl e _ i d parameter. Messages that do not conform to the protocol or
are not digitally signed are ignored.
Confict, Priority, and Dominance
In order to facilitate the discussion of agent behavior and protocol analysis, we defne the following
relations on CLAIM messages.
Two CLAIM messages are said to confict if all of the following are true:
The paths determined by the l ane and t ur n parameters of the CLAIM messages are not compat-
ible
The time intervals specifed in the CLAIM messages are not disjoint
We defne the relative priority of two CLAIM messages based on the following rules, presented in
order from most signifcant to least signifcant:
1. If neither CLAIM specifes that the sending vehicle is stopped at the intersection, the CLAIM with
the earliest exi t _ t i me has priority.
2. If both CLAIM messages specify that the respective sending vehicles are stopped at the intersection,
the CLAIM whose l ane is on the right has priority. Here, on the right is defned similarly to
current traffc laws regarding four-way stop signs. This binary relation on the incident lanes is
globally available as a characteristic of the intersection.
3. If neither messages l ane can be established as being on the right, the CLAIM whose t ur n
parameter indicates the sending vehicle is not turning has priority.
4. If priority cannot be established by the previous rules, the CLAIM with the lowest vehi cl e _ i d
has priority.
Finally, given two claims 1 and 2, we say that 1 dominates 2 if either of the following rules is true:
The st opped _ at _ i nt er sect i on feld of 1 is t r ue and the st opped _ at _ i nt er -
sect i on feld of 2 is false.
The st opped _ at _ i nt er sect i on felds of 1 and 2 are identical, 1 and 2 confict, and 1
has priority over 2.
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
Required Agent Actions
The consequences of failure in a traffc management system can be disastrous. As such, in addition to
a communication protocol, a rigid set of rules must govern the interaction of agents within the system.
With human drivers, traffc laws serve this purpose: if every driver obeys traffc laws, there is little or
no potential for automobile accidents. Our multiagent system relies on an analogous set of rules. While
there is nothing physically preventing an agent from ignoring them, the safety of each agents vehicle
can only be guaranteed if that agent follows the rules. Note that the rules restrict only how the agent
behaves while in the intersection; driver agents have full autonomy everywhere else. The rules are as
follows:
1. A vehicle may not enter the intersection if its own CLAIM is dominated by any other current
CLAIM.
2. A vehicle may not enter the intersection without frst broadcasting a CLAIM for at least time p. In
our implementation, p =0.4 seconds.
3. A vehicle must vacate the intersection at or before the exi t _ t i me specifed in its most recent
CLAIM message.
4. If a vehicle is going to traverse the intersection, it must follow a reasonable path from the point of
entry to the point of departure. This means, for example, that a vehicle going straight through the
intersection must remain within its lane, and that a vehicle turning right must not enter any other
lanes.
5. The st opped _ at _ i nt er sect i on feld of an agents CLAIM must be set to t r ue if and
only if the agent is stopped at the intersection.
6. The agent may not broadcast unless it is within a certain distance of the intersection. This distance
is called the lurk distance. In our implementation, the lurk distance is 75 meters.
Selfsh and Malicious Agents
Agents in our system are assumed to be self-interestedthey may take any possible legal action in
order to ensure they traverse the intersection in as little time possible. Agents have little incentive to lie
about their lane, path, or exit time, because lying about any of these puts the vehicle at risk for collision.
However, an agent may have an incentive to falsely claim that it is stopped at the intersection. While
there is a chance this may slow down the traffc in front of the offending vehicle, if there is no such
traffc exists, an agent may gain some advantage by falsely claiming that it is stopped at the intersec-
tion, allowing its CLAIM to dominate the CLAIMs of other moving vehicles. This may result in the vehicle
crossing the intersection earlier. This type of behavior is not currently disincentivized by our protocol,
but if it were to become a problem, could be tested at random intersections to ensure compliance. This
is analogous to current traffc enforcement, which relies on sporadic monitoring and associated penal-
ties to decrease rule violations.
As with any multiagent system, malicious agents are a potential problem. In current traffc scenarios,
nothing prevents someone from deliberately crashing into another vehicle, or disabling traffc signals.
Similarly, a malicious driver agent could food the network with useless traffc, preventing the system
from operating properly. While nothing can be done to stop a determined saboteur, the fact that all mes-
sages are signed makes it impossible for vehicles to conceal their identity while using the protocol.
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
Driver Agent Behavior
Our proposed unmanaged intersection control mechanism relies not only on a communication protocol,
but also on the existence of driver agents that can abide by the protocol. Our prototype driver agents
behavior is comprised of three phases: lurking, making a reservation, and intersection traversal.
Lurking
As the vehicle approaches the intersection, it begins to receive messages from other agents. However,
it may not broadcast a reservation until it is within the lurk distance. The lurk distance is calculated
to ensure that an agent is within transmission range of other vehicles long enough to be reasonably
sure that it is aware of every pending CLAIM. CLAIMs are broadcast repeatedly at a set frequency; more
frequent broadcasts reduce the amount of time an agent must spend within transmission range to as-
semble all pending CLAIMs. Therefore, lurk distance depends on both transmission range and broadcast
frequency. In our simulations, we set lurk distance to 75 metersa reasonable approximation given
current communication technology.
Making a Reservation
The most important part of our driver agent behavior starts when vehicle reaches the lurk distance. At
this point, it needs to let the other driver agents know how it intends to cross the intersection. We call
this part of the process making a reservation, as an analogue to our managed system, which also uses
a reservation paradigm [Dresner & Stone 2005]. During this time, the vehicle needs to compute its ex-
pected arrival time, arrival velocity, departure time, and, given the messages it has accumulated from
other vehicles, determine the soonest time at which the intersection will be available. This behavior is
shown in Algorithm 1.
As an agent approaches the intersection, it generates a CLAIM based on predictions of its arrival time,
arrival velocity, and path through the intersection (line 3). To predict the time required to cross the
intersection, the agent must know its arrival velocity. Initially, the agent calculates the earliest possible
arrival time, and the predicted velocity of the vehicle at this time based on the speed limit and its own
acceleration constraints (the physical constraints of the vehicle, in addition to the constraints imposed
by traffc front of it) Based on this arrival velocity, the agent predicts the time at which it will exit the
intersection, assuming that it can accelerate as needed within the intersection. If the agent has received
no CLAIMs from other vehicles that dominate this CLAIM, the agent will begin to broadcast this CLAIM
(line 11).
Otherwise, the agent generates a new CLAIM at the earliest possible time such that it will not be
dominated by any existing CLAIM of another vehicle (line 9). To do so, the agent searches through ex-
isting CLAIMs to fnd the next block of time that it could potentially dominate, assuming it can arrive at
the highest legal velocity. After fnding a suitable block, the agent predicts its arrival velocity based on
arrival time (which is generally lower than the maximum legal velocity), which it uses to determine the
actual time required to cross the intersection. If the agent can traverse the intersection in the available
time, it begins broadcasting a CLAIM; if not, it searches for the next suitable block and repeats these
calculations.
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
Intersection Traversal
Once a vehicle has made a reservation, it needs only to broadcast the CLAIM continually and to arrive
at the intersection in accordance with its reservation. However, sometimes the vehicle may want to
change an existing claim in order to take advantage of an unexpected early arrival (line 8). On the other
hand, traffc patterns may occasionally cause a vehicle to arrive late. If a vehicle predicts that it cannot
fulfll the parameters of its CLAIM message, it must either send a CLEAR or a new CLAIM. Similarly, if a
new CLAIM message arrives that dominates the driver agents CLAIM, the driver agent must also make
a new reservation.
Once the vehicle reaches the intersection, it crosses in accordance with its CLAIM. While in the
intersection, for safety purposes, the vehicle continues to broadcast its CLAIM, however this CLAIM can-
not be dominated, as the vehicle is already executing the intersection traversal, which is clear from the
fact that the current time is after the ar r i val _ t i me in the CLAIM. After a vehicle has vacated the
intersection, it stops transmitting its CLAIM.
Vehicle Control
The driving actions taken by a vehicle to complete its reservation are very similar to those of the driver
agent in our managed mechanism [Dresner & Stone 2004]. If a vehicle predicts that it will arrive late,
it accelerates. If a vehicle predicts that it will arrive early, it slows down (unless it believes it can make
an earlier CLAIM). The vehicle must also ensure that it arrives with suffcient velocity to traverse the
intersection within the constraints of its reservation.
Canceling Bad Reservations
In some situations, a vehicle is unable to reach the intersection at the proper time and velocity. To detect
these situations, the vehicle is constantly predicting its arrival time. As with the driver agent presented
Algorithm 1. Behavior of the driver agent from coming within lurk distance of the intersection to enter-
ing the intersection
1: loop
2: if do not have a cur r ent CLAIM
3: gener at e a new CLAIM
4: end if
5: if not at the intersection and another vehicle is then
6: br oadcast CLEAR
7: else
8: if ar r i val est i mat e changes or CLAIM i s domi nat ed then
9: gener at e new CLAIM
10: end if
11: br oadcast t he CLAIM
12: end if
13: end loop
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
in our work on managed intersections, this agent calculates its arrival time and velocity either optimis-
tically or pessimistically [Dresner & Stone 2005]. If a vehicle detects no vehicles in front of it, it will
make an optimistic projection of arrival time, assuming it can accelerate as needed before it arrives.
However, if a vehicle is obstructed by traffc, it will make a pessimistic projection of arrival time based
on the assumption that it cannot accelerate before it arrives at the intersection. If the vehicles predicted
arrival time is later than that of its reservation, the vehicle will cancel its current reservation and attempt
to make a reservation for a later time.
Improving Reservations
If a driver agent predicts that it will arrive at the intersection before the time specifed in its reservation,
it may be able to improve its reservation before reaching the intersection. To accomplish this, the agent
looks for blocks of intersection time between its predicted arrival time and the arrival time specifed
in its reservation. If the vehicle determines that it can broadcast a suitably large CLAIM that will not
be dominated, it will immediately begin broadcasting this CLAIM. As specifed by the communication
protocol, this implicitly cancels any previous reservation held by the vehicle.
If a vehicle arrives at the intersection before the time specifed in its reservation, it changes its CLAIM
to refect that it is stopped and waiting to cross (as required by the protocol). As a result, this agents
CLAIM will now dominate the CLAIM of any vehicle not stopped at the intersection. The stopped agent will
then begin broadcasting the earliest possible non-dominated CLAIM. If no other vehicles are stopped, this
will be p seconds from the current time, as the vehicle must broadcast its claim for at least this amount
of time before entering the intersection. If other vehicles are stopped at the intersection, the agent will
broadcast a CLAIM for the earliest block of time not dominated by the CLAIM of any stopped vehicles.
Empirical Results
Here we present empirical results comparing our unmanaged autonomous intersection to intersections
outftted with four-way stop signs and traffc lights. After describing our metrics and experimental setup,
we compare the average delay induced by each of these control policies. We then use these results to
estimate the amounts of traffc for which a stop sign outperforms a traffc light. This range is the primary
focus of the analysis of our system, as we consider it to be the range over which an unmanaged policy
is more appropriate than a managed policy. We also compare the relative fuel consumption associated
with the stop sign and unmanaged autonomous policies. Finally, we discuss the effects of dropped mes-
sages on our unmanaged autonomous control policy.
Metrics
In our analysis, we examine two key metrics: average delay and average cumulative acceleration. The
primary metric is the average of the delay experienced by each vehicle as it crosses the intersection.
The baseline for delay is the time it would take a vehicle to traverse a completely empty intersection.
Because a vehicle must slow down to turn, the baseline is different for left turns, right turns, and straight
passages through the intersection. We measured the trip time for an unobstructed vehicle following
these three paths, giving us an accurate baseline for comparison. Delay is measured as actual trip time
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minus baseline trip time, which isolates the effect of the intersection control policies and allows us to
accurately compare the among them.
The second metric we use is the average of the cumulative acceleration of each vehicle during its trip
through the intersection. We defne the cumulative acceleration of a vehicle, denoted , as:
=
i=0
s
|a
i
|
where s is the trip length of the vehicle measured in simulator steps, and i is the acceleration of the
vehicle at simulator step i. Note that the baseline for is nonzero in turning vehicles, as vehicles must
slow down to turn and accelerate again to the speed limit afterwards. We chose to compare the average
cumulative acceleration to examine the relative fuel effciency of each system. Although not a direct
measure of fuel effciency, a vehicles cumulative acceleration provides a reasonable approximation of
gasoline usage, because substantially more fuel is required to accelerate than to maintain a constant
velocity. Average delay is also an indicator of fuel effciency, as the delay experienced by a vehicle cor-
relates with the amount of fuel consumed while the vehicle was not accelerating (either idling at the
intersection or traveling at a constant velocity). Thus, we can compare the relative fuel effciency of
each system by comparing both average delay and average cumulative acceleration.
Experimental Setup
To test these policies, we use a custom simulator which simulates a four-way intersection with one lane
of traffc in each direction (see Figure 2). This small, symmetrical intersection is representative of those
intersections currently confgured as a four-way stop, and thus provides the best test case for unman-
aged control mechanisms. We control traffc levels via a Poisson process governed by the probability
of creating a new vehicle in a given lane at each time step. We simulate traffc levels between 0 and 0.5
vehicles per second, with 15% of vehicles turning left and 15% turning right. Each data point represents
Figure 2. A screenshot of the simulator
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
the average of 20 simulations, with each run consisting of 30 minutes of simulated time. All data are
shown with error bars indicating a 95% confdence interval.
The traffc light timing is confgured such that, in succession, each direction receives a green light
for 10 seconds, followed by 3 seconds of yellow. There is a large body of theory and empirical evidence
concerning the timing of traffc lights, but this work is largely irrelevant to our simulated scenario for two
reasons. First, much of the theory deals with the timing of lights across multiple intersections, whereas
we are examining one intersection in isolation. Second, our simulator generates symmetric traffc, which
greatly simplifes light timing by eliminating the need to account for higher traffc levels in a particu-
lar direction or lane. For these reasons, we established a reasonable timing pattern experimentally by
evaluating 10 different candidate patterns and selecting the one that led to the lowest average delay.
It should be noted that our four-way stop sign policy does not allow multiple vehicles to inhabit the
intersection simultaneously. In the real world, stop signs can allow a limited sharing of the intersection.
This is most apparent in intersections with multiple lanes of traffc in each direction: in this situation,
cars traveling parallel to one another can cross the intersection at the same time. There is signifcantly
less potential for sharing the intersection when there is only one lane of traffc in each direction. A hu-
man driver may observe the vehicle currently crossing the intersection and predict the vehicles actions
for the remainder of its journey (although this prediction is not always accurate!). If the other vehicles
path does not confict with the intended path of the human driver, he or she may enter the intersection
slightly before the other vehicle has exited. However, the benefts of this behavior are signifcantly
reduced in small intersections. Therefore, we believe that our four-way stop sign policy is a reasonable
approximation of a real-world four-way stop.
Delay
As shown in Figure 3, our system signifcantly reduces the average delay experienced by each vehicle.
When traffc fow is below 0.35 vehicles per second, the four-way stop is a more effective policy than
the traffc light.
Figure 3. A comparison of average delay of the traffc light, four-way stop, and our unmanaged mecha-
nism
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
Our unmanaged system results in near-zero delay at traffc levels below 0.2 vehicles per second. In
these situations, most agents are able to cross the intersection without slowing down to wait for other
vehicles. With the four-way stop sign, each vehicle must stop even if no others are present, resulting
in a baseline average delay of approximately 3 seconds. The traffc light system has a higher baseline
average delay, around 18 seconds.
When traffc fow is between 0.2 and 0.35 vehicles per second, our system shows a somewhat in-
creased delay. In these cases, cars must often slow down to accommodate other vehicles, but but only
rarely will a vehicle need to make a complete stop. With the stop sign policy, vehicles begin to queue
at the intersection, and must often wait for vehicles in front of them to cross. The traffc light policy
shows almost no increase in delay at these levels.
At traffc levels above 0.35 vehicles per second, the stop sign policy deadlocks. At these traffc levels,
our system is similar to a four-way stop: because there is almost always at least one vehicle waiting
to cross, agents must wait until they are stopped at the intersection to make a reservation. However,
the intersection sharing in our system (allowing four simultaneous right turns, for example) provides
a noticeable beneft at these traffc levels. Our unmanaged system can safely handle traffc levels up to
approximately 0.4 vehicles per second, at which point traffc begins to back up. The traffc light shows
only a slight increase in delay at these traffc levels. In these situations, our data suggest that a managed
mechanism is more appropriate.
Average Acceleration
Another beneft of our system is reduced average acceleration, as shown in Figure 4. With the stop
sign policy, every vehicle must come to a complete stop at the intersection and accelerate to the speed
limit after crossing. If vehicles are queued at the intersection, each vehicle must stop at the back of the
queue. As the queue moves forward, each vehicle accelerates for a brief period of time, then decelerates
to a stop until another car leaves the front of the queue. This behavior results in a very high average
acceleration for the stop sign policy.
Figure 4. A comparison of average acceleration of the four-way stop and our unmanaged mechanism
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For low levels of traffc, our system allows most vehicles to pass directly through the intersection
without slowing or stopping. Even at high traffc levels, when our system is essentially a modifed four-
way stop, our system results in lower average acceleration than a four-way stop. This is because our
system causes shorter queues than a stop sign, reducing the amount of acceleration and braking required
for each vehicle to reach the front of the queue. Combined with the data on average delay, these results
suggest that our unmanaged autonomous system would allow signifcantly reduced fuel consumption.
Dropped Messages
We designed our system to be resistant to occasional communication failures such as dropped mes-
sages. In our previously proposed managed intersection, the vehicles must wait for a response from the
intersection manager before entering the intersection [Dresner & Stone 2005]. Because of this, dropped
packets may increase the delay of the system, but will not cause a collision. In our system, we have
found no statistically signifcant correlation between dropped packets and delay. Rather, dropped packets
introduce a possibility of failure that increases with the percentage of packets dropped.
To quantify this effect, we varied the proportion of dropped messages between 0 and 0.7 at intervals
of 0.1, running 400 thirty-minute simulations at each level. The traffc level in these simulations was
0.3 vehicles per second. When fewer than 40% of messages were dropped, the system behaved nor-
mally. Between 40% and 60% packet loss, the system began to experience safety failuresfve of the
1200 simulations in this range resulted in collisions. At 70% packet loss, the frequency of collisions is
signifcantly higher, with collisions occurring in seven of 200 simulations.
These results suggest that, as proposed, our peer-to-peer protocol can tolerate moderate levels of
packet loss with no ill effects, but that serious communication issues might make it unsafe. While a
thorough analysis of communication failures is beyond the scope of this chapter, research in distributed
systems has shown that fast and reliable information dissemination in ad-hoc wireless networks such
as the kind we are simulating is possible [Drabkin et al. 2007]. We thus leave further communication
analysis to future work.
MITIGATING CATASTROPHIC FAILURES
A collision in purely autonomous traffc can have any number of causes, including software errors in the
driver agent, a physical malfunction in the vehicle, or even meteorological phenomena. In modern-day
traffc, such factors are largely ignored for two reasons. First, the exclusively human-populated system,
with its generous margins for error, is not as sensitive to small or moderate aberrations. Second, none of
these causes are signifcant with respect to driver error as causes of accidents. In fact, according to a study
from the 1980s, vehicle and road issues alone were responsible for fewer than 5% of accidents [Wierwille
et al. 2002]. However, in the future of infallible autonomous driver agents, it is exactly these issues
which will be the prevalent causes of automobile collisions. The safety buffers in our mechanism are
adjustablegiven some maximum allowable error in vehicle positioning, the buffers can be extended
to handle that errorbut no reasonable adjustment can account for gross mechanical malfunction like
a blowout or failed brakes. Because these types of issues are infrequent, we believe the safety of the
intersection control mechanism will be acceptable even if individual occurrences are slightly worse than
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accidents today. As we will show, without the safety measures presented in this section, the system is
prone to spectacular failure modes, sometimes involving dozens of vehicles.
Responding to an Incident
When a vehicle deviates signifcantly from its planned course through the intersection, resulting in
physical harm to the vehicle or its presumed occupants, we refer to the situation as an incident. Once
an incident has occurred, the frst priority is to ensure the safety of all persons and vehicles nearby.
Because we expect these incidents to be very infrequent occurrences, re-establishing normal operation
of the intersection is a lower priority and the optimization of that process is left to future work.
Assumptions
In order to reduce the average number of vehicles involved in a crash from dozens to one or two, we
must make one assumption beyond those previously stated. We assume that once an accident has oc-
curred in the intersection, the intersection manager can detect it. There are two basic ways by which
the intersection manager could detect that a vehicle has encountered some sort of problem: the vehicle
can inform the intersection manager, or the intersection manager can detect the vehicle directly. For
instance, in the event of a collision, a device similar to that which triggers an airbag can send a signal to
the intersection manager. Devices such as this already exist in vehicles equipped with General Motors
OnStar system, which automatically calls for help when an accident has happened. The intersection
manager itself might notice a less severe problem, such as a vehicle that is not where it is supposed to
be, using cameras or sensors at the intersection. However, this method of detection is likely to be much
slower to react to a problem. Each has advantages and disadvantages, and a combination of the two
would most likely be the safest. What is important is that whenever a vehicle violates its reservation in
any way, the intersection manager should become aware as soon as possible.
Intersection Manager Response
As soon as the intersection manager detects or is notifed of an incident, it immediately stops granting
reservations. All subsequent received requests are rejected without consideration. Due to the nature
of the protocol, the intersection manager cannot revoke reservations, as driver agents would have no
incentive to acknowledge their receipt. However, the intersection manager can send a message to the
vehicles that an incident has occurred. This message is the special EMERGENCY-STOP message, which
the intersection manager may only send in an emergency situation, and which (as with the rest of the
protocol) it must assume has not been received.
The EMERGENCY-STOP message lets vehicles know that an event has taken place in the intersection
such that:
no further reservations will be accepted
vehicles able to come to a stop before entering the intersection should do so
vehicles in the intersection should no longer assume that near misses will not result in colli-
sions
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Vehicle Response
For the EMERGENCY-STOP message to be useful in any way, driver agents must react to it. Here we explain
the specifc actions our implementation of the driver agent takes when it receives this message. Normally,
when approaching the intersection, our driver agent ignores any vehicles sensed in the intersection.
This is because what might otherwise appear to be an imminent collision on the open road is almost
certainly a precisely coordinated near-miss in the intersection. However, once the driver agent receives
the EMERGENCY-STOP message from the intersection manager, it disables this behavior. If the vehicle is in
the intersection, the driver agent will not blindly drive into another vehicle if it can help it. If the vehicle
is not in the intersection and can stop in time, it will not enter, even if it has a reservation.
While our frst inclination was to make the driver agent immediately decelerate to a stop, we quickly
realized that this is not the safest behavior. If all vehicles that receive the message come to a stop, ve-
hicles that would otherwise have cleared the intersection without colliding may fnd themselves stuck
in the intersectionanother object for other vehicles to run into. This is especially true if the vehicle
that caused the incident is on the edge of the intersection where it is unlikely to be hit. Trying to stop
all the other vehicles in the intersection just makes the situation worse.
If a driver agent does detect an impending collision, however, it is allowed to take evasive actions or
apply the brakes. Since this is a true multiagent system with self-interested agents, we cannot prevent
the driver agents from doing so. In our experiments, our driver agent brakes if it believes a collision is
imminent.
Experimental Results
In order to evaluate the effects of our reactive safety measures, we performed several experiments in
which various components were intentionally disabled. The various confgurations can be separated
into three classes. An oblivious intersection manager takes no action at all upon detecting an incident.
An intersection manager utilizing passive safety measures stops accepting reservations, but does not
send any EMERGENCY-STOP messages to nearby driver agents. Finally, the active confguration of the
intersection manager has all safety features in place. In addition to considering these three incarnations
of the intersection manager, we also study the effects of unreliable communication in the active case.
Note that when no vehicles receive the EMERGENCY-STOP message, the active and passive confgurations
are identical.
Experimental Setup
With the great effciency of the reservation-based system comes an extreme sensitivity to error. While
buffering can protect against the more minute discrepancies, it cannot hope to cover gross mechanical
malfunctions. To determine just how much of an effect such a malfunction would have, we created a
simulation in which individual vehicles could be crashed, causing them to immediately stop and remain
stopped. Whenever a vehicle that is not crashed comes into contact with one that is, it becomes crashed
as well. While this does not model the specifcs of individual impacts, it does allow us to estimate how
a malfunction might lead to collisions.
In order to ensure that we included malfunctions in all different parts of the intersection, we trig-
gered each incident by choosing a random (x,y) coordinate pair inside the intersection, and crashing
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
the frst vehicle to cross either the x or y coordinate. This is akin to creating two infnitesimally thin
walls, one horizontal and the other vertical, that intersect at (x,y). Figure 5 provides a visual depiction
of this process.
After initiating an incident, we ran the simulator for an additional 60 seconds, recording any ad-
ditional collisions and when they occurred. Using this information, we constructed a crash log, which
is essentially a histogram of crashed vehicles. For each step of the remaining simulation, the crash log
indicates how many vehicles were crashed by that step. By averaging over many such crash logs for
each confguration, we were able to construct an average crash log, which gives a picture of what a
typical incident would produce.
For these experiments, we ran our simulator with scenarios of 3, 4, 5, and 6 lanes in each of the four
cardinal directions, although we will discuss results only for the 3- and 6-lane cases (other results were
similar, but space is limited). Vehicles are spawned equally likely in all directions, and are generated
via a Poisson process which is controlled by the probability that a vehicle will be generated at each
step. Vehicles are generated with a set destination15% of vehicles turn left, 15% turn right, and the
remaining 70% go straight. The leftmost lane is always a left turn lane, while the right lane is always a
right turn lane. Turning vehicles are always spawned in the correct lane, and non-turning vehicles are
not spawned in the turn lanes. In scenarios involving only autonomous vehicles, we set the traffc level
at an average of 1.667 vehicles per second per lane in each direction. This equates to 5 total vehicles per
second for 3 lanes, and 10 total vehicles per second for 6 lanes. While we wanted traffc to be fowing
smoothly, we also wanted the intersection to be full of vehicles to test situations that likely lead to the
most destructive possible collisions.
How Bad is it?
As we suspected, the average crash log of the oblivious intersection manager is quite grisly. Normally,
driver agents must ignore their sensors while in the intersection, because many of the close calls
Figure 5. Triggering an incident in the intersection simulator. The dark vehicle turning left is crashed
because it has crossed the randomly chosen x coordinate. If a different vehicle had crossed that x coor-
dinate or the randomly chosen y coordinate earlier, it would be crashed instead.
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would appear to be impending collisions. Without any way to react the situation going awry, vehicles
careen into the intersection, piling up until the entire intersection is flled and crashed vehicles protrude
into the incoming lanes. Figure 6 shows that the rate of collisions does not abate until over 70 vehicles
have crashed. Even a full 60 seconds after the incident begins, vehicles are still colliding. In the 3-lane
case, the intersection is much smaller and thus flls much more rapidly; by 50 seconds, the number of
collided vehicles levels off.

Reducing the Number of Collisions
There are two main components to the safety mechanism we introduced. First, the intersection manager
stops accepting reservations. Second, the intersection manager sends messages informing the driver
agents that an incident has taken place. There is a possibility that this second part might not always
work perfectly; some vehicles might not receive the message. To investigate the effects of these potential
communication failures, we intentionally disabled some of the vehicles ability to receive the EMER-
GENCY-STOP message. A parameter in our simulator controls the fraction of vehicles created with this
property, and by varying this parameter, we could observe its subsequent effect on the average number
of vehicles involved in incidents.
As compared to the oblivious intersection manager, the number of vehicles involved in the average
incident for an active intersection manager decreases dramatically. Table 1 shows the numerical results
for both the 3- and 6-lane intersections, along with a 95% confdence interval. The average crash logs
for these runs are not shown in Figure 6, as they would be indistinguishable from one another at that
scale. Instead, we present them in Figure 7.
Figure 7 shows the effect of our safety system on intersections with 6 lanes, with the proportion of
receiving vehicles varying from 0% (passive) to 100% in increments of 20%. Even in the passive case,
the overall number of vehicles involved in the average incident declines by a factor of almost 30. As
expected, when more vehicles receive the emergency signal (in the active case), fewer vehicles crash.
Figure 7 shows only the frst 15 seconds of the crash log, because in no case did a collision occur more
than 15 seconds after the incident started.
Figure 6. Average crash logs (with 95% confdence interval) for 3- and 6-lane oblivious intersection
managers
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Reducing the Severity of Collisions
While it is reassuring to know that the number of vehicles involved in the average incident can be kept
fairly low, these data do not give the entire picture. For example, compare an incident in which 30
vehicles each lose a hubcap to one in which two vehicles are completely destroyed and all occupants
killed. While we do not currently have any plans to model the intricate physics of each individual col-
lision with high fdelity, our simulations do allow us to observe the velocity at which the collisions oc-
cur. In the previous example, we might notice that the 30 vehicles all bumped into one another at low
velocities, while the two vehicles were traveling at full speed. To quantify this information, we record
not only when a collision happens, but the velocity at which it happens. In a collision, the amount of
damage done is approximately proportional to the amount of kinetic energy that is lost. Because kinetic
energy is proportional to the square of velocity, we can use a running total of the squares of these crash
velocities to create a rough estimate of the amount of damage caused by the incident. Figure 8 shows
Table 1. Average number of vehicles involved in incidents for 3- and 6-lane intersections with various
percentages of vehicles receiving the EMERGENCY-STOP message. Even in the passive case, the number of
crashed vehicles decreases dramatically.
3 Lanes 6 Lanes
Oblivious 27.91.3 90.94.9
Passive 2.63.13 3.23.16
20% 2.44.13 3.15.17
40% 2.28.12 2.90.16
Active 60% 1.89.10 2.69.15
80% 1.71.08 2.30.13
100% 1.36.06 1.77.10
Figure 7. Average crash logs for the passive (0% receiving) and active (20%-100% receiving) intersec-
tion managers. Only the frst 15 seconds of the 6-lane scenario are shown.
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an average damage log of a 6-lane intersection of autonomous vehicles. Qualitatively similar results
were found for the other intersection types.
As Figure 8 shows, the effect of our safety measures under this metric is quite dramatic as well. In
the passive case the total accumulated squared velocity decreases by a factor of over 25. In the active
case, with all vehicles receiving the signal, it decreases by another factor of 2. Of particular note is the
zoomed-in graph in Figure 8(b). In the passive confguration, the total squared velocity accumulates as
if the intersection manager were oblivious, until the frst vehicles stop short of the intersection at around
3 seconds; without a reservation, they may not enter. In the active scenario, when all the vehicles receive
the message, the improvement is almost immediate.
(a) The average incident
(b) Zoomed in
Figure 8. Average total squared velocity of crashed vehicles for a 6-lane intersection with only autono-
mous vehicles. Sending the emergency message to vehicles not only causes fewer collisions, but also
makes the collisions that do happen less dangerous.
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Delayed Incident Detection
Implicit in these results is the assumption that intersection managers become aware of incidents instanta-
neously. While this could be the case in many collisionsvehicles should communicate when they have
collidedif a vehicles communications are faulty, or if the vehicle does not realize it has collided, the
intersection may not discover the problem for a few seconds, when another vehicle or sensor will detect
the problem. To assess the effects of delayed incident detection, we artifcially delayed the intersection
managers response in some of our simulations. Figure 9 shows the results from these experiments.
In Figure 9, the intersection managers reaction was delayed 0, 1, 3, and 5 seconds. Note that the
total number of crashed vehicles with a delay of 5 seconds is on par with the number in the experiment
in which the intersection manager reacts immediately, but none of the vehicles receive the message,
shown in Figure 7. Figure 9(b) shows what happens with both delayed detection and faulty communica-
tion. This graph, along with the earlier results, suggests that for small values, each second of delay is
approximately equivalent to 20% of vehicles not receiving the EMERGENCY-STOP message, and that when
combined, delayed detection and faulty communication have an additive effect. For larger delays, the
Figure 9. Crash logs showing the effects of delayed incident detection
(a) Delaying detection
(b) Delays and faulty communication
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number of vehicles involved can be approximated using the data shown in Figure 7, because in these
cases, the number of vehicles that crash after the intersection reacts is much smaller than the number
that crash before it reacts.
A Safer System Overall
In our experiments, we showed that the number of vehicles involved in individual incidents can be drasti-
cally reduced by virtue of some of the safety properties built into our intersection control mechanism. In
fact, when all vehicles received the warning, a large portion of the incidents involved only one vehicle:
the one we intentionally crashed. Even in the worst case6 lanes of traffc and no vehicles receiving
the warning signalsan average of only 3.23 vehicles were involved. But how does this compare with
current systems? If we conservatively assume that accidents in traffc today involve only one vehicle,
this represents a 223% increase per occurrence. Thus, all other things being equal, if the frequency of
accidents can be reduced by 70%, the the autonomous intersection management system will be safer
overall. A 2002 report for the Federal Highway Administration blamed over 95% of all accidents on
driver error [Wierwille et al. 2002]. The report blamed 2% of accidents on vehicle failures and another
2% on problems with roads. It is important to note that these numbers are for all driving, not just intersec-
tion driving. Accidents in intersections are even more likely to be caused by driver error, sometimes by
drivers willfully disobeying the law: running red lights and stop signs or making illegal U-turns.
Even if we make overly conservative assumptionsthat all driving is as dangerous as intersection
driving, and that driver error is no more accountable for intersection crashes than it is in other types of
drivingour data suggest that automobile traffc with autonomous driver agents and an intersection
control mechanism like ours will reduce collisions in intersections by over 80%. We believe that in
reality, the improvement will be staggeringly greater.
The technique presented here is just one method for improving the safety of this systems failure
modes. More sophisticated methods involving explicit cooperation amongst vehicles may create an even
safer system. The main thrust of our discussion is not that this particular safety mechanism is by any
means the best possible. Rather, it is that even with this fairly simple response to accidents, the overall
safety of the system can be strengthened well beyond that of current automobile traffcall without
sacrifcing the beneft of vastly improved effciency.
RELATED WORK
Intersection managementespecially for intersections of autonomous vehiclesis an exciting and
promising area of research for autonomous agents and multiagent systems. Many projects in AI and
intelligent transportation systems address this increasingly important problem. Using techniques from
computer networking, Naumann and Rasche created an algorithm in which drivers attempt to obtain
tokens for contested parts of the intersection, without which they cannot cross [Naumann & Rasche
1997]. While this allows vehicles to cross unimpeded in very light traffc, the system has no notion of
planning ahead; only one vehicle may hold a token at any given time, no agent can plan to have the
token in the future if another agent has it currently. Kolodko and Vlacic have created a system very
similar to ours on golf cartlike IMARA vehicles [Kolodko & Vlacic 2003]. However, their system requires
all vehicles to come to a stop, irrespective of traffc conditions.
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In the context of video games and animation, Reynolds has developed autonomous steering algorithms
that attempt to avoid collisions in intersections that do not have any signaling mechanisms [Reynolds1999].
While such a system does have the enormous advantage of not requiring any special infrastructure or
agent at the intersection, it has two fatal drawbacks that make it unsuitable for use with real-life traffc.
First, the algorithm does not let driver agents choose which path they will take out of the intersection;
a vehicle may even fnd itself exiting the intersection the same way it came in, due to efforts to avoid
colliding with other vehicles. Second, the algorithm only attempts to avoid collisionsit does not make
any guarantees about safety.
To the best of our knowledge, our work on collision mitigation represents the frst study of the impact
of an effcient, multiagent intersection control protocol for fully autonomous vehicles on driver safety.
However, there is an enormous body of work regarding safety properties of traditional intersections.
This includes the generalcorrelating traffc level and accident frequency [Sayed & Zein 1999] and
analyses of particular types of intersections [Bonneson & McCoy 1993, Harwood et al. 2003, Persaud
et al. 2001]as well as plenty of the esoteric, such as characterizing the role of Alzheimers Disease in
intersection collisions [Rizzo et al. 2001]. However, because it concerns only human-operated vehicles,
none of this work is particularly applicable to the setting we are concerned with here.
CONCLUSION
After introducing the reservation-based protocol for managed intersections based on the assumption
that all cars are autonomous, we later presented a policy which allows both computer- and human-
controlled vehicles to safely interact at the same intersection [Dresner & Stone 2007]. Our protocol for
unmanaged intersections can be similarly adapted to accommodate human drivers using traffc signs.
The human drivers would be directed to behave as if they were stopped at a two-way stop, yielding
to all approaching vehicles (this also assumes that the computer-controlled vehicles have some signal
identifying them as autonomous). Because our system is designed for low-traffc intersections, human
drivers could generally expect to wait for no more than a few seconds. Our proposed system for accom-
modating human drivers and the corresponding managed system both put human-controlled vehicles at
somewhat of a disadvantagean incentive for human drivers to transition to fully computer-controlled
vehicles. Future research could formalize and optimize a policy for accommodating human drivers in
our unmanaged autonomous intersection.
Another potential area for future research in unmanaged autonomous intersections is allowing the
system to adapt to asymmetric traffc fow. Many intersections consistently receive higher traffc in some
lanes than others. In these intersections, a two-way stop is often more effcient than a four-way stop.
In our current system, all agents stopped at the intersection are given equal priority, regardless of the
number of vehicles queued behind them. This approximates the behavior at a four-way stop. However,
by granting priority to lanes with longer queues, our system could alleviate congestion in high-traffc
lanes. This would allow our system to function like a two-way stop in situations with asymmetric traffc
fow, while functioning like a four-way stop in situations with more symmetrical traffc.
Our work on accident mitigation still leaves some unanswered questions. For example, we have
examined only one method of disabling vehicles. In the future, we would like to explore other possi-
bilities such as locking a vehicles steering, simulating a blowout, sticking the accelerator, or disabling
the brakes. For this work, our aim was to initiate incidents that would test the limits of the intersection
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An Unmanaged Intersection Protocol and Improved Intersection Safety for Autonomous Vehicles
control mechanism by disrupting as much of the traffc fow as possible. A truly comprehensive fail-
ure mode analysis must include a much wider array of potential hazards. While our very conservative
estimates indicate that this intersection control mechanism will be vastly safer than current systems
with human drivers, we would like to conduct a more detailed study comparing the two, to quantify
the improvement more precisely.
Recent research has already produced fully autonomous, computer-controlled vehicles. As these
vehicles become more common, we will be able to phase out human-centric traffc control mecha-
nisms in favor of vastly more effcient computer-controlled systems. This will be especially benefcial
at intersections, which are a major cause of delays. For a transition of this magnitude, infrastructure
cost will be a central, if not primary, concern. This chapter presents a novel, unmanaged intersection
control mechanism requiring no specialized infrastructure at the intersection. We have described in
detail a protocol for our unmanaged autonomous intersection, and created a prototype driver agent
capable of utilizing this protocol. As illustrated by our empirical results, our protocol can signifcantly
reduce both delay and fuel consumption as compared to a four-way stop. Unsignalized intersections far
outnumber those that are suffciently large or busy to warrant the cost of a managed solution. Whereas
busier intersections may need to wait for the funding and installation of requisite infrastructure, our
proposed mechanism has the potential to open every one of these unsignalized intersections to be used
safely and effciently by autonomous vehicles.
Autonomous vehicles, and the promise of easier, safer, and more effcient travel that they offer are
a fascinating and exciting development. Before the benefts of this technology can be realized, much
more work must be done to ensure that they are as safe as possible for the hundreds of millions of pas-
sengers that will use it on a daily basis. Our failure mode analysis calls attention to the need for keeping
an eye toward safety throughout the development of the algorithms and protocols that will control the
transportation systems of the future. In this way, we believe we have accomplished a portion of this
important work. Further analysis will of course be necessary, frst in simulation, and ultimately with
real physical vehicles.
ACKNOWLEDGMENT
This research is supported in part by NSF CAREER award IIS-0237699 and by the United States Federal
Highway Administration under cooperative agreement DTFH61-07-H-00030. Computational resources
were provided in large part by NSF grant EIA-0303609.
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Dresner, K. & Stone, P. (2004). Multiagent traffc management: A protocol for defning intersection
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Rizzo, M., McGehee, D. V., Dawson, J. D., & Anderson, S. N. (2001). Simulated car crashes at intersec-
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Wierwille, W. W., Hanowski, R. J., Hankey, J. M., Kieliszewski, C. A., Lee, S. E., Medina, A., Keisler,
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Sponsored by the Federal Highway Administration.
218
Chapter X
Valuation-Aware Traffc
Control:
The Notion and the Issues
Heiko Schepperle
Universitt Karlsruhe (TH), Germany
Klemens Bhm
Universitt Karlsruhe (TH), Germany
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Current intersection-control systems lack one important feature: They are unaware of the different
valuations of reduced waiting time of the drivers. Drivers with high valuations may be willing to pay
to be prioritized at intersections. In this chapter, the authors describe an agent-based valuation-aware
intelligent traffc-control system for road intersections which increases the overall driver satisfaction.
It combines valuation-aware intersection-control mechanisms with sophisticated driver-assistance fea-
tures, subsequently referred to as adaptive cruise and crossing control (A3C). Driver-assistance agents
and intersection agents negotiate so-called time slots to cross the intersection. The driver-assistance
agent adapts the speed of the vehicle in line with the time slot obtained. Various obstacles are in the way
of realizing such a system and making it operational. The authors discuss these challenges and present
ideas for solutions. They examine the intersection-control and the driver-assistance perspective of the
intelligent traffc-control system. After a brief evaluation, they fnally describe application scenarios
where agent-based valuation-aware intersection control may become operational in the near future.
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Valuation-Aware Traffc Control
INTRODUCTION
The growing need for mobility makes it more diffcult for cities to cope with the increasing number of
vehicles and to provide the necessary infrastructure. Optimizing the use of existing traffc resources
may be much cheaper than building new ones. Thus, cities introduce more sophisticated intelligent traf-
fc-control (ITC) systems for road intersections. Current ITC systems do not take the driver valuations
of reduced waiting time into account. This valuation may be different for each driver and for trip types,
e.g., a driver who is in danger of missing a fight may have a higher valuation than one on a weekend
trip. Taking these valuations into account can increase the overall driver satisfaction.
The ongoing progress in vehicle technology allows for more sophisticated driver-assistance systems.
The automotive industry currently offers various driver-assistance systems which increase safety or
comfort of drivers and passengers. A new application area for such systems is intersection control, i.e.,
traffc control at road intersections. The more information is available to an ITC system, the better it
can deal with the current traffc. While current ITC systems for intersection control are already con-
text-aware, i.e., they rely on historic traffc data or on actual traffc data collected with stationary sen-
sor technology, driver-assistance systems may provide access to information which stationary sensors
cannot collect. The driver valuation of reduced waiting time is a prominent example. We call systems
which also consider this valuation of the drivers valuation-aware.
This chapter describes a valuation-aware ITC system for road intersections. Such a system requires
negotiation between vehicles and infrastructure. To avoid unnecessary distraction of the drivers, we
propose to use autonomous software agents for the negotiation. Next, the system should be able to adapt
to changes in the traffc in real time. Further, it must be more effective than existing traffc-control
systems. The ITC system combines valuation-aware intersection-control mechanisms with sophisticated
driver-assistance features: Driver-assistance systems play a central role for valuation-aware intersection
control. Using valuation-aware mechanisms, driver-assistance systems which are located in vehicles
negotiate the right to cross an intersection with the intersection-control unit located at the intersec-
tion. The driver-assistance systems report the valuation of reduced waiting time of their drivers. The
intersection-control unit assigns time slots to the road users taking the valuations into account. After
having been notifed about its time slot the driver-assistance system knows when to cross the intersec-
tion. Thus, it recommends an appropriate speed to the driver. If the driver-assistance system can also
adapt the speed autonomously, we can extend the functionality of an ACC system with crossing control
features. This means that the driver-assistance system does not only adapt the speed autonomously to
keep a time gap to preceding vehicles, but also to reach the intersection in time. We call this adaptive
cruise and crossing control (A3C). We examine the two perspectives of the system, the intersection-
control perspective, i.e., valuation-aware intersection-control mechanisms, and the driver-assistance
perspective, i.e., the A3C system.
The outline of this chapter is as follows: We discuss other approaches for intersection control in Sec-
tion Background. Section Defnitions features some defnitions. Various obstacles are in the way of
realizing such a system and making it operational. We provide a survey of the various challenges related
to traffc engineering, information technology, economy, road users, and law in Section Challenges.
Since our research project now is in its third year, and we have had interaction with researchers from
other disciplines, our survey addresses all severe issues which have been raised. Sections Intersection-
Control Perspective and Driver-Assistance Perspective examine the two perspectives of our system
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Valuation-Aware Traffc Control
in detail. Section Evaluation contains the evaluation. Finally, we describe settings where our system
can become operational soon in Section Application Scenarios.
BACKGROUND
There exist various approaches for traffc control at intersections. Some of them are agent-based. Only a
few consider valuation-awareness. We only discuss the approaches we deem relevant for our valuation-
aware ITC system. Because the ITC system comprises certain driver-assistance features, this section
also discusses adaptive cruise-control systems.
Intersection Control Using Vehicular Sensors
Current approaches for intersection control rely on traffc data which can be detected using stationary
sensors. But traffc data which such sensors cannot easily detect like the turning direction or the
valuation of reduced waiting time could also be used for traffc control. One of the frst approaches
using traffc data observed by vehicular sensors is Dresner and Stone (2004). The authors propose a
reservation-based system for autonomous vehicles which uses a frst-in frst-out strategy. They show
that their approach performs better than traffc lights. Vehicles are equipped with agents. They report
the time when the vehicle will arrive at the intersection, the arrival speed, the turning direction, and
specifcs of the vehicle type like the maximum speed, maximum and minimum acceleration, and the
width and length of the vehicle to a so-called intersection manager (Dresner & Stone, 2004). Stationary
sensors cannot detect this. While this approach shows the benefts of using vehicular sensor data, it is
not valuation-aware.
Valuation-Aware Intersection Control
The traditional goal of a traffc-control system is to reduce the delay respectively the waiting time for
each incoming vehicle stream (Garber & Hoel, 1988). Clearly, taking the waiting time into account is
important. But overall satisfaction can increase further if we do not only consider the average waiting
time of all road users. For example, if the intersection-control strategy also considers the valuation of
reduced waiting time, at least for road users with high valuations, this should further increase overall
satisfaction. We discuss such valuation-aware approaches in the following.
For public transportation there already exist so-called traffc-signal-priority systems which prioritize
public transportation vehicles like buses or trams (e.g., Greschner & Gerland, 2000). Dresner and Stone
(2008) enhance their reservation-based system by giving priority to emergency vehicles like ambulance
or police cars. Both approaches have the disadvantage that they prioritize only few and specialized
road users. The frst valuation-aware approaches for traffc control at road intersections are the ones of
Schepperle, Bhm, and Forster (2008) and Schepperle and Bhm (2007; 2008). They represent driver-
assistance systems and intersections by agents. In Schepperle and Bhm (2007; 2008) driver-assistance
agents (DAA) additionally report their valuation of reduced waiting time to the intersection agent (IA).
The IA uses auctions to identify the next vehicle to cross the intersection. Schepperle et al. (2008) al-
low DAAs to exchange their rights to cross the intersection. They show that these approaches are more
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Valuation-Aware Traffc Control
effective than a plain frst-in frst-out system. However, the various challenges which one must address
before such an approach becomes operational are not discussed. Further, it is not mentioned how to
combine these mechanisms with an A3C system.
Adaptive Cruise Control
Vehicles can approach an intersection in different ways, e.g., with maximum speed and if necessary
a full brake just before the intersection or with constant speed to arrive just in time. In general, it is
impossible to arrive at a certain time with a certain speed using a constant acceleration or deceleration.
In this case, several acceleration and deceleration steps may be necessary. We call the sequence of ac-
celeration and deceleration steps required by an intersection-control system respectively planned by
a vehicle acceleration profle. Driving according to an acceleration profle may be diffcult for human
drivers. However, features of adaptive-cruise control (ACC) systems should be helpful in this context.
An ACC system can control throttle and brake of a vehicle in order to maintain a time-gap relation-
ship between a vehicle and the preceding one. The driver can activate the ACC providing a desired speed
desire
v and a desired time gap
desire
g . The ACC system adapts the vehicle speed to maintain
desire
g and
if possible
desire
v . The driver only has to steer (Ioannou & Chien, 1993).
ACC systems are already available for several years. Early generations could only be used for speeds
between 30 km/h and 200 km/h (Bosch, 2008) because in slower traffc the characteristics of traffc are
too diverse (Marsden, McDonald, & Brackstone, 2001). The latest generation also allows speeds lower
than 30 km/h (ACCplus) (Bosch, 2008; Persson, Botling, Hesslow, & Johansson, 1999). Because we
want to use ACC for intersection control as well, we have to extend it to an adaptive cruise and cross-
ing-control (A3C) system. This means that it adapts the speed not only to keep a time-gap relationship
to preceding vehicles, but also to arrive at the intersection in time. The project Travolution examines
a similar approach (GEVAS, 2008): The traffc lights inform the driver about the next green phase.
Because the traffc light does not know the number of vehicles approaching it cannot in contrast to
our intersection-control system propose an appropriate speed, but only a maximum speed which is
suffcient to arrive in time. The system also lacks valuation-awareness. Dresner and Stone (2004; 2008)
present a similar system, again without valuation-awareness.
DEFINITIONS
We now introduce defnitions which ease the presentation of our intersection-control system. We borrow
some defnitions from Schepperle and Bhm (2007).
Scenario
Our focus is on isolated intersections. An intersection consists of several intersection lanes. An inter-
section lane connects one incoming lane with one outgoing lane. Thus, the intersection lanes emanat-
ing from the same incoming lane determine the directions a vehicle can choose when approaching the
intersection on this incoming lane. The neighborhood of an intersection consists of the incoming and
outgoing lanes within communication range and the intersection lanes. Vehicles must not overtake in
the neighborhood of the intersection.
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Valuation-Aware Traffc Control
The intersection lanes correspond to the traffc streams allowed. Conficts can occur when traffc
streams interfere with each other (Garber & Hoel, 1988). We defne a confict area as the intersection
area of two intersection lanes. We distinguish between diverging, crossing and merging confict areas. A
diverging confict area occurs where two intersection lanes emanate from one incoming lane. A merging
confict area occurs where two intersection lanes merge to one outgoing lane. We call all other confict
areas crossing confict areas. Because an intersection lane connects an incoming to an outgoing lane,
we also refer to it as connector. A confict area consists of two overlapping connector-confict areas,
i.e., one connector-confict area for each conficting intersection lane.
We defne a time slot as the right for a certain vehicle to cross an intersection on a certain intersec-
tion lane in a certain period of time. Two time slots are conficting if the use of one slot excludes the use
of the other one. The duration of a time slot may depend on the preferences and abilities of the vehicle
respectively the driver. The entrance time of a time slot of a vehicle is the time when it can enter the
intersection. The leaving time is the time when it must have left the intersection at the latest. The time
slot may not only determine the time but also the speed to enter or leave the intersection. The entrance
respectively leaving speed is the speed required while entering or leaving the intersection. For instance,
a vehicle which has already stopped at the intersection may receive a lower entrance speed than a vehicle
which is approaching the intersection with maximum speed. In any case, entrance and leaving speed
on the one hand and the duration of a time slot on the other hand are related.
Architecture
We suppose that vehicles are equipped with a driver-assistance system which hosts a so-called driver-
assistance agent (DAA). The DAA represents the driver. The driver instructs the DAA before the trip,
and the DAA then acts according to these instructions autonomously. During the trip the DAA gives
recommendations to the driver. Depending on the instructions, the DAA may also control the vehicle
but the driver can always overrule the DAA. On the other hand, the intersection-control unit hosts an
intersection agent (IA) which represents the traffc planner. IAs and DAAs negotiate appropriate time
slots. Figure 1 illustrates this architecture.
IA and DAA may have different goals. The goals of the DAA depend on the driver. We expect the
DAA to be self-interested. This means that it aims to increase the local utility of the driver, e.g., by
reducing the waiting time or just to arrive at the destination in time. The goals of the IA depend on the
intersection-control mechanisms used. We present different mechanisms later in this chapter.
Figure 1. Architecture of the valuation-aware ITC system
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Valuation-Aware Traffc Control
Measures
To evaluate valuation-aware mechanisms we propose the following measures. To ease presentation we
use the term vehicle synonymously for vehicle, driver and DAA. The travel time
j
t
T of Vehicle j is the
time from its frst appearance in the neighborhood until it leaves the neighborhood. The minimal travel
time
j
t
T
min ,
of j is the travel time if j was the only vehicle at the intersection, observed any constraints
regulating the driving of an isolated vehicle like speed limits or one-way streets, but ignored all rules
concerning the right of way (i.e., crossed red lights, did not stop at stop signs, etc.). This corresponds
to the overpass strategy of Dresner and Stone (2004). The waiting time
j
w
T of j is the difference of the
travel time
j
t
T and the minimal travel time
j
t
T
min ,
. Thus, the waiting time is different from the standstill
time and corresponds to the delay in Dresner and Stone (2004).
We use the waiting time to compute the average waiting time
w
T . Let V be the set of all vehicles
observed, then
V
T
T
V j
j
w
w

= .
The average waiting time is not appropriate to evaluate valuation-aware mechanisms because it does
not refect if mechanisms let vehicles with higher valuations cross the intersection earlier. Nevertheless,
it is a common measure to compare mechanisms for intersection control (Garber & Hoel, 1988). A more
meaningful measure in our context is the waiting time weighted by the driver valuations of reduced wait-
ing time. The valuation
) (t v
j
of Vehicle j is the price j is willing to pay if it waits t seconds less. The
weighted waiting time of Vehicle j is ) (
j
w
j
T v . Let ) 1 (
j j
v v = be the valuation of Vehicle j of its waiting
time reduced by one second. If we confne ourselves to linear valuations,
j
v determines the valuation
per second. Then we can also write the weighted waiting time as
j
w
j j
w
j j
w
j j
w
j
T v T v T v T v = = = ) 1 ( ) 1 ( ) ( .
Thus, the average weighted waiting time is
V
T v
vT
V j
j
w
j
w
) (

=
respectively

V
T v
vT
V j
j
w
j
w


= .
Each vehicle has a limited travel budget, i.e., a certain amount of money to spend for the entire
trip. We refer to the travel budget of Vehicle j as
j
b . If valuation-aware intersection-control mecha-
nisms are used, a driver may earn or spend money by negotiating time slots. We denote the expenses
j
e as expenditure minus income of Vehicle j. Using the initial travel budget
j
b and the expenses
j
e
we defne the utility
j
u of Vehicle j as travel budget minus expenses minus weighted waiting time
) (
j
w
j j j j
T v e b u = .
Example: Let the valuation of Vehicle j be linear and the valuation of its waiting time reduced by one
second
j
v =3. Let the travel budget be
j
b =100. If the vehicle has a time slot which makes the vehicle
wait
j
w
T =20 seconds, the utility will be 40 20 3 0 100 = = =
j
w
j j j j
T v e b u . If it paid 5 to receive
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Valuation-Aware Traffc Control
an earlier time slot and therefore reduced its waiting time from 20 seconds to 10 seconds, it would have
the utility

65 10 3 5 100 = =
j
u . Thus, the utility would increase by 25.
Therefore, minimizing the average weighted waiting time increases total utility. This is identical
with social welfare respectively the overall driver satisfaction mentioned earlier.
CHALLENGES
In this section we discuss challenges of a valuation-aware ITC system for road intersections and potential
solutions. As mentioned, a respective system combines valuation-aware intersection-control mechanisms
with sophisticated driver-assistance features. Making valuation-aware intersection control operational
poses various challenges. In the following we group these challenges in the categories traffc engineer-
ing (Figure 2, CT1 CT4), information technology (CI1, CI2), economy (CE1, CE2), road users (CU1,
CU2), and law (CL1 CL3) and describe ideas for solutions.
Traffc Engineering
Important challenges related to traffc engineering are physical constraints, traffc safety, heterogeneous
environment, and effectiveness.
Physical Constraints (CT1)
In traffc we have to deal with physical constraints. Acceleration and deceleration of drivers and vehi-
cles is naturally bounded and may vary depending on the road surface or on the weather conditions.
In the neighborhood of an intersection, vehicles must not overtake. Both valuation-aware mechanisms
computing time slots and A3C systems adapting the vehicle speed must consider these constraints.
Traffc Safety (CT2)
Any intersection-control system is safety-relevant. Injuries or loss of lives must be avoided in any case.
An intersection-control system is safe if intersection-control mechanisms never send conficting time
Figure 2. Challenges of a valuation-aware ITC system

Traffc Engineering Information Technology
CT1 Physical constraints CI1 Inter-vehicle communication
CT2 Traffc safety CI2 Security
CT3 Heterogeneous environment
CT4 Effectiveness Economy
CE1 Mechanismdesign
Law CE2 Market penetration
CL1 Liability
CL2 Traffc regulations Road users
CL3 Privacy and anonymity CU1 User acceptance
CU2 Impact on driving behavior
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Valuation-Aware Traffc Control
slots to different vehicles, and if an A3C system always prevents vehicles from entering the intersection
without a valid time slot. Note that the driver can still override the A3C system and enter the intersec-
tion without a valid time slot, as he can with other intersection-control mechanisms, e.g., by ignoring
red lights.
Intersection-control mechanisms can be designed fail-safe, i.e., no physical damage in case of a
failure: Before sending a time slot to a DAA, the IA has to reserve the slot. The IA uses the reservations
to compute new time slots which are not in confict with time slots previously sent. If the mechanism
allows DAAs to return time slots, the IA reserves the time slot even in the case that the DAA is likely
to return the time slot to the IA. The IA may clear reservations of time slots only after the owning DAA
has defnitely returned it. This may lead to unnecessarily reserved time slots but prevents conficting
time slots to be used by different DAAs.
An A3C system can also be designed fail-safe. This is because it is an extension of a state-of-the-art
ACC system using similar techniques.
Heterogeneous Environment (CT3)
An intersection-control system always acts in a heterogeneous environment with different kinds of road
users. This means that it has to be capable to deal with pedestrians, cyclists and drivers of vehicles of
different types, age and equipment. This is notoriously diffcult.
We propose three different solutions. One possibility is to use stationary detectors for pedestrians
like in the Puffn pedestrian facilities (County Surveyors Society & Department for Transport, 2006)
and to feed the detector information to a pedestrian-assistance agent which negotiates with other agents
on behalf of the pedestrians. This solution may be costly, but the necessary technology exists. Another
possible solution for pedestrians and cyclists which do not have an assistance system as powerful as the
ones in vehicles could be to use a mobile device, e.g., an advanced mobile cellular phone or a so-called
personal-travel assistant (PTA). These devices can host the necessary assistance agents. This solution
depends on the progress and the market penetration of mobile devices and may only be applicable in
some years. Further, there may also be vehicles without the necessary capabilities, e.g., older vehicles
which are not equipped at all or only with older assistance systems or vehicles whose assistance system
is broken. Assuming a high degree of dissemination of such assistance systems these vehicles are an
exception. Thus, we can use vehicles waiting behind to inform the traffc-control mechanism about
blind preceding vehicles. As mentioned, this solution is applicable only with a high market penetra-
tion. In the transition period with a lower market penetration we can apply the solutions suggested for
pedestrians to vehicles: stationary detectors and assistance agents, which negotiate on behalf of the
vehicles equipped insuffciently, or mobile devices of the drivers.
We assume a more homogeneous environment in certain application scenarios which we discuss in
Section Application Scenarios.
Effectiveness (CT4)
A new intersection-control system must outperform state-of-the-art intersection-control systems. In
the context of valuation-aware intersection control, we defne a traffc-control system to be effective
if it reduces the average weighted waiting time compared to other state-of-the-art intersection-control
systems. Section Evaluation shows that valuation-aware mechanisms can be effective.
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Valuation-Aware Traffc Control
Information Technology
Inter-vehicle communication (CI1) and security (CI2) are challenges related to information technology.
A valuation-aware intersection-control system relies on robust communication between vehicles and
infrastructure. Although the automotive industry pushes inter-vehicle communication (Vehicle Infrastruc-
ture Integration (VII) Initiative, http://www.vehicle-infrastructure.org/; CAR 2 CAR Communication
Consortium, http://www.car-to-car.org/) the state-of-the-art currently is not robust enough (e.g., Torrent-
Moreno, Killat, & Hartenstein, 2005) for safety-related systems. The degree of robustness also depends
on the number of vehicles involved. Further, not only the communication, but also the driver-assistance
systems and the intersection-control units must be secure. This means that they have to prevent attacks
of any kind. Because of the efforts of the automotive industry mentioned we expect robust and secure
communication between vehicles and infrastructure to be available in the future.
Economy
The design of a valuation-aware ITC system poses several economic challenges. We briefy discuss
mechanism design and market penetration.
Mechanism Design (CE1)
To design mechanisms for valuation-aware intersection control, we have to take the inherent incentives
into account. In order to be effcient, the mechanism should be incentive-compatible (Krishna, 2002).
This means that drivers should have an incentive to reveal their valuations truthfully. This is because
in this case drivers with the highest valuations obtain the next time slot. Next to incentive compatibility
other desiderata are Pareto optimality, maximized social welfare, budget balance and individual rational-
ity (Dash, Jennings, & Parkes, 2003) etc. There exist several impossibility theorems stating that certain
desiderata are mutually exclusive. E. g., the Myerson-Satterthwaite theorem shows that for bilateral
exchange no mechanism can exist which is effcient, incentive-compatible, individually rational, and
budget balanced at the same time (Krishna, 2002). A thorough examination of these desiderata depends
on the mechanism actually used. If drivers also receive payments, e.g., by letting other vehicles pass, we
further have to eliminate incentives to use traffc infrastructure more than necessary just to earn money.
Experiments with human drivers may be necessary to understand sophisticated auction mechanisms.
Investigating strategies for DAAs to report their valuations is a promising research direction.
Market Penetration (CE2)
Intersection control relying on driver-assistance systems, like A3C systems, presumes that all road
users are equipped with such a system. Vehicles have a life expectation of more than 10 years. Thus,
it is diffcult to achieve and maintain a high market penetration of state-of-the-art vehicular hardware
soon. The life expectation of mobile devices in turn is shorter. Thus, the necessary market penetration
is easier to achieve for mobile devices sold independently from vehicles. This is why potential solutions
for the heterogeneity problem also help to achieve the necessary market penetration.
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Valuation-Aware Traffc Control
Road Users
Introducing a valuation-aware ITC system also poses challenges concerning the road users: user ac-
ceptance and impact on driving behavior.
User Acceptance (CU1)
Given the current rapid increase of the oil price, traffc-management systems which seem to further
increase mobility cost have diffculties to achieve high user acceptance. Even in countries where toll
systems are common resistance may be high. Therefore, we suggest the following steps to increase user
acceptance of our approach: A mechanism for intersection control is budget-balanced if it allows only
payments among road users or at least returns the revenue to road users completely, e.g., if the money
earned by an ITC system is used to reduce traffc taxes, or if vehicles waiting at an intersection are
refunded immediately. We expect users to accept a system which features a budget-balanced mecha-
nism much easier. Further, in the context of intersection control, waiting times at intersections should
be bounded. In other words, the system has to avoid starvation. We can avoid starvation if we suspend
a mechanism when the waiting time exceeds an upper bound. In this case we let the vehicle cross the
intersection and resume the mechanism thereafter.
Impact on Driving Behavior (CU2)
The impact of automated technology in vehicles on the driving behavior has been subject of several
studies: One aspect is situation awareness. This means the awareness of environmental information
relevant for driving and the ability to predict future traffc states, e.g., recognizing a dangerous situation
several vehicles ahead and expecting preceding vehicles to brake abruptly (Ward, 2000). When drivers
get used to advanced technology in their vehicles, this may reduce the situation awareness (or mode
awareness) of the driver or even lead to a complete loss of situation awareness in hazardous situations
(Ward, 2000; Furukawa, Shiraishi, Inagaki, & Watanabe, 2003). This negative effect is sometimes called
driving without awareness. On the other hand automated technology may free limited mental resources.
In this case drivers could pay more attention to the driving environment, and situation awareness would
increase (Ma & Kaber, 2005). Closely related is the aspect of risk compensation. If drivers trust technol-
ogy designed to increase safety more and more, drivers tend to drive riskier (Itoh, Sakami, & Tanaka,
2000). In our context this could mean that drivers reduce the time gap of their A3C system too much,
or that they approach the intersection faster than allowed. One must take both situation awareness and
risk compensation into account when designing valuation-aware ITC systems. But the actual impact
on driver behavior can only be evaluated using a full-functional prototype.
If vehicles are equipped with more automated systems which demand interaction with the driver, his
workload may be too high. E.g., simultaneous interaction with different driver-assistance systems like
route guidance or A3C while driving may overburden the drivers. In other words, to achieve a moderate
workload, interaction with systems in vehicles has to be minimal. This avoids unnecessary distraction
of the driver. It is obvious that agent technology can avoid such distraction. DAAs are able to negotiate
time slots with IAs autonomously, in line with the goals specifed by the driver.
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Valuation-Aware Traffc Control
Law
The proposed intersection-control system also faces legal challenges like liability, traffc regulations,
and privacy and anonymity.
Liability (CL1)
If an ITC system as described in this chapter does not work properly, the automotive industry may be
liable. But vendors will only launch systems for which the risk is limited. Because we assume a safe
design of such a system to be possible, we also expect liability risks to be limited.
Traffc Regulations (CL2)
Some of todays national and international traffc regulations seem to prohibit technical systems which
the driver cannot overrule (e.g., UNECE, 2006, Article 8(5)). But advances in automotive technologies
increase the pressure on lawmakers to adapt such traffc regulations. In the Section Application Sce-
narios we also examine closed traffc areas where such traffc regulations do not have to hold.
Privacy and Anonymity (CL3)
Because DAAs have to interact with IAs, drivers may loose their anonymity. If DAAs pay money to the
IA, traceability on the one hand and anonymity of the driver on the other hand, which is wanted as well,
are in confict. Further, valuation-aware intersection control leaves traces which could be collected to
generate travel profles of road users. The negotiation may also include private data like account data,
which should not be accessible for third parties.
Absolute anonymity is diffcult and typically not desired by governments. Vehicles are equipped
with license plates just to make them traceable. It is also challenging to exclude the possibility of gen-
erating travel profles in any case. Governments may even want to use such data for law enforcement.
However, random individuals or organizations should not be able to identify a driver and access his
private data. It is diffcult to ensure both privacy and anonymity as well as traceability of drivers, e.g.,
for law enforcement. But each country can decide on an appropriate trade-off.
Discussion
In this section we have described various challenges posed by valuation-aware ITC systems. While none
of them seems to prevent the start of operations of such systems in any case, some challenges may only
be solved in the future. We show in Section Application Scenarios how this can be achieved earlier
in certain application scenarios.
INTERSECTION-CONTROL PERSPECTIVE
In the following we describe the intersection-control perspective of the ITC system. The intersection-
control unit is the part of the ITC system which is located at the intersection. It uses valuation-aware
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Valuation-Aware Traffc Control
mechanisms. Such a mechanism consists of a contact step, a reservation and notifcation step, and an
optional modifcation step.
Contact Step
The driver chooses the initial route before the trip. The route determines all intersection lanes to cross.
At each intersection along the route, all DAAs entering the neighborhood of the intersection must es-
tablish contact with the corresponding IA. In order to determine an appropriate time slot the IA needs
the following parameters: a unique id of the vehicle, the intersection lane desired, the entrance time
desired, the length of the vehicle, the crossing speed desired, the acceleration and deceleration prefer-
ences, and the unique id of the preceding vehicle. The valuation is not mandatory to compute a time
slot for a vehicle. In the mechanisms we present, the DAA reveals its valuation or proposes an offer for
a certain time slot in the following reservation and notifcation step.
The unique id of the vehicle is necessary to communicate and to distinguish vehicles. The intersec-
tion lane to use is necessary to reserve the relevant zones of the intersection for the vehicle. The IA may
offer the DAA a time slot for an alternative intersection lane, i.e., an intersection lane which connects
the same incoming direction to the same outgoing direction. The desired entrance time is the earliest
possible point of time when the vehicle can reach the intersection. Time slots with an earlier entrance
time are not appropriate. The IA uses the length of the vehicle, the desired crossing speed and the ac-
celeration and deceleration preferences to compute the time slot to offer. Longer and slower vehicles
need more time to cross an intersection than shorter and faster ones. The acceleration and deceleration
preferences allow altering the time slot further to meet the needs of the drivers. This could mean that
the IA computes an acceleration profle for a vehicle. This profle infuences the duration of the time
slot. The vehicle has to follow the profle in order to cross the intersection.
For each incoming lane the IA maintains a queue of vehicles approaching the intersection. Because it
cannot be guaranteed that the contact messages arrive in the order the vehicles approach the intersection,
the IA has to use further information to maintain the queues. This is because vehicles are not allowed
to overtake in the neighborhood of an intersection. We propose using the unique id of the preceding
vehicle to check the order for each incoming lane.
Each DAA knows the specifcs of the type of its vehicle. It might know the intersection lane to use
from the route-guidance system. It knows the earliest entrance time and the desired crossing speed if
the driver-assistance system has the capabilities of an A3C system. The driver can choose all other
preferences before the trip.
Reservation and Notifcation
After DAAs and IA have made contact, different valuation-aware mechanisms to reserve time slots
and notify DAAs about their time slots are conceivable. In the following we give an overview of such
mechanisms and say how time slots can actually be reserved to avoid the assignment of conficting time
slots to different vehicles.
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Valuation-Aware Traffc Control
Notifcation
Different mechanisms to determine the time slot for each vehicle are conceivable. Examples are the
valuation-aware mechanism Initial Time-Slot Auction (Schepperle & Bhm, 2007) and its variants
Free Choice and Clocked (Schepperle & Bhm, 2008). After DAAs have made contact with the IA,
the IA initiates an auction for the next free time slot periodically. The time when an auction is initiated
infuences its outcome. If it is too early, late arriving vehicles with high valuations cannot participate
in the auction. If it is too late, vehicles may not be able to adapt their speed avoiding standstill. In this
case, vehicles which have to stop before the intersection may not be able to enter the intersection in
time because they need more time to accelerate from standstill. A more thorough discussion of this
issue is beyond the scope of this chapter. We refer to all vehicles which are in the neighborhood, which
have no time slot so far, and whose preceding vehicle has already received a time slot or has crossed
the intersection as candidates. The IA initiates an auction by sending a call for bids to candidates. Each
call for bids contains the next free time slot for the candidate. The time slot offered may be different
for each candidate. It must not confict with any time slot already reserved. The candidates reply with
their bid. Finally, the IA reserves the time slot offered to the candidate with the highest bid and notifes
this candidate.
Using this auction, subsequent vehicles with a higher valuation of reduced waiting time driving
behind another vehicle with a very low valuation may have to wait a long time because the preceding
vehicle looses several auctions in a row. To overcome this problem, the IA can allow these vehicles to
subsidize the candidate in front of them. It does not only send a call for bids to the candidates, but also
a call for subsidy to all DAAs waiting behind candidates. They can decide to subsidize the candidate
in front. The IA accumulates the bids and subsidies for each incoming lane and returns the time slot to
the candidate with the highest accumulated bid.
Note that candidates may offer less than their true valuation. I.e., the mechanism may lack incentive
compatibility and therefore not optimize allocative effciency. A simple second-price sealed-bid (Vick-
rey) auction is incentive-compatible (Dash et al., 2003). But even in a second-price auction, candidates
might hope for subsidies by subsequent vehicles and bid less. Further, the IA executes sequential auc-
tions. This means that candidates not winning in an auction have a chance to win the same time slot
in the next auction. Thus, even without subsidies, candidates are tempted to offer less than their true
valuation (Krishna, 2002).
Reservation
A time slot can only be sent to a vehicle if it does not confict with time slots which have already been
sent to other vehicles. Therefore, the IA always reserves a time slot before giving it to a DAA. It only
offers time slots to a DAA which do not confict with any time slot reserved. The actual reservation of
a time slot depends on the degree of concurrency used by the IA. We distinguish four degrees of con-
currency: intersection exclusive, lane exclusive, lane shared, and confict-area exclusive.
The reservation of a slot demands that some zones of the intersection are allocated for a certain pe-
riod of time. The vehicle which owns the slot can use the zones allocated exclusively. Other zones may
be blocked. Blocked zones cannot be used by any vehicle. A zone can be blocked several times due to
reservations of different slots. A zone already allocated cannot be blocked. All zones which are neither
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Valuation-Aware Traffc Control
allocated nor blocked are free and can still be allocated or blocked. Figures 3-6 show an example for
different degrees of concurrency where a time slot is allocated to a left-turning vehicle arriving from
the left. We use black to indicate allocated zones, dark grey for blocked zones and light grey for free
zones.
Intersection exclusive (IE) does not allow for any concurrency. Only one vehicle may cross the inter-
section per time. While the vehicle is crossing the intersection, the intersection lane used is allocated,
and all other intersection lanes are blocked (Figure 3).
Lane exclusive (LE) blocks intersection lanes which have confict areas with the intersection lane
used while the vehicle is crossing the intersection. During this time, the whole intersection lane used
is allocated. Non-conficting intersection lanes remain free (Figure 4).
For the time a vehicle takes to cross the intersection, lane shared (LS) blocks all intersection lanes
which have crossing or merging confict areas with the intersection lane used. These are all conficting
intersection lanes with an incoming lane different from the intersection lane used. Note that this is dif-
ferent from lane exclusive where intersection lanes with diverging confict areas are blocked as well,
and subsequent vehicles have to wait until the preceding vehicle has left the intersection. The idea is
that vehicles approaching on the same lane do not block each other unnecessarily. However, to avoid
that vehicles following each other receive time slots with the same entrance time, the frst part of the
intersection lane used must be allocated for the minimum time gap of successive vehicles. If the frst
confict area on the intersection lane is a diverging confict area, the connector-confict area on the
intersection lane used is allocated, and the corresponding connector confict area on the conficting
intersection lane is blocked for this minimum time gap of successive vehicles (Figure 5).
Lane shared (LS) is similar to the way how traffc lights are organized. While one traffc stream
(from one incoming lane) has a green light, all other (conficting) traffc streams have a red light. It
depends on the actual design of the traffc light if non-conficting traffc streams have a green light in
the meantime or not, and how the green phase switches among the different traffc streams.
Confict-area exclusive (CAE) allows not more than one vehicle to cross a confict area. For each
confict area on the intersection lane used, the connector-confict area is allocated for the time the ve-
hicle needs to pass it. The corresponding connector-confict area on the conficting intersection lane is
blocked for the same time. All other parts of the intersection remain free. This means that the vehicle
uses only confict areas exclusively (Figure 6).
From IE to CAE, concurrency and throughput increase, but safety decreases. Clearly, a high degree
of concurrency is desirable. But the ITC system must take the limited capabilities of human drivers
like reaction times or deviations from the speed proposed into account. Deviations from the entrance
time and speed could cause accidents. The higher the degree of concurrency, the higher is the necessity
Figure 3. IE Figure 4. LE Figure 5. LS Figure 6. CAE
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Valuation-Aware Traffc Control
not to deviate from the entrance time and speed. If the DAA only gives recommendations, this may
be diffcult for drivers with confict-area exclusive (CAE) in particular. This is because the allocation
and blocking times for confict areas are short in this case. Thus, we either have to restrict the degree
of concurrency to, say, lane shared (LS), or we have to use driver-assistance systems which can at
least adapt the speed of the vehicle autonomously. This is why we propose to have an adaptive cruise
and crossing control (A3C) system which can adapt the speed of the vehicle to the time slot even with
confict-area exclusive (CAE). We use intersection exclusive (IE), lane exclusive (LE), and lane shared
(LS) to compare mechanisms in more restricted but safer environments.
Modifcation Step
After DAAs have received a time slot they may try to receive a better one. Different mechanisms to
facilitate this are conceivable, e.g., sale, purchase, or again auctions (Schepperle et al., 2006). Another
example is Time-Slot Exchange (Schepperle et al., 2008). An exchange is different from sale or purchase
because all participating vehicles own a valid time slot both before and after the exchange. If a vehicle
approaches the intersection, the DAA may look for time slots earlier than the one already received. In
this case, the DAA asks a so-called exchange agent to arrange an exchange of time slots with another
DAA. Like the IA, the exchange agent belongs to the intersection-control unit.
The DAA
e
a informs the exchange agent about its valuation, i.e., the price it would be willing to
pay for an earlier time slot. The exchange agent contacts the IA and looks for DAAs
p
a which have a
time slot with the following characteristics:
1. the time slot of
p
a is earlier than the time slot of
e
a but not too early,
2. the time slot of
p
a is later than the time slot of the preceding vehicle of
e
a ,
3. the time slot of
e
a is earlier than the time slot of the vehicle following
p
a , and
4. an exchange of both time slots does not confict with time slots of other vehicles already reserved
which may cross the intersection at the same time.
If Constraint 1 is not fulflled, an exchange does not increase the utility of
e
a . If the latter constraints
are not fulflled, the exchange is not possible. This is because at least one vehicle could not use its time
slot because a preceding vehicle would have a later time slot (Constraint 2, 3), or because the reservation
of the time slots exchanged would be impossible (Constraint 4).
Example: Let the IA use lane exclusive, and Vehicles j and k cross the intersection simultaneously
going straight coming from opposite directions. Then Vehicle l passes the intersection, crossing the
intersection lanes used by Vehicles j and k before. An exchange of time slots between Vehicles k and l
is not possible. This is because the time slot of Vehicle l conficts with the one of Vehicle j, which does
not take part in the exchange.
If there are DAAs
p
a for which all constraints are fulflled, the exchange agent contacts these agents
beginning with the one with the earliest slot. If it accepts the exchange price offered, the exchange is
executed. Otherwise, the exchange agent contacts the next DAA. If there are no more agents which
fulfll the constraints, the exchange fails, and the requesting vehicle has to stick to its slot.

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Valuation-Aware Traffc Control
Clearly, the constraints restrict the number of exchanges. But Schepperle et al. (2008) have shown
that, depending on the scenario, Time-Slot Exchange can reduce the average weighted waiting time by
up to 15.7% for a heterogeneous intersection layout, compared to a state-of-the-art mechanism which
is not valuation-aware.
DRIVER-ASSISTANCE PERSPECTIVE
As discussed, a valuation-aware ITC system can achieve a high degree of concurrency if the speed of the
vehicles can be adapted autonomously (see also Section Reservation). Thus, we introduce a driver-as-
sistance system as part of the ITC system. We refer to it as adaptive cruise and crossing control (A3C)
system. We examine how the system computes the appropriate speed in different states.
A3C States
In order to describe the behavior of an A3C system we use three states: The A3C system can be com-
pletely switched off (off ), only provide ACC functionality (ACC only) or include the crossing control
features as well (A3C). Crossing control means that the system also adapts the speed to enter the inter-
section in time. If the A3C system is in state off, it is switched off and does not control the speed of the
vehicle. In state ACC only, the A3C system only controls the speed to keep the desired time gap, but not
the entrance time of the time slot. If the A3C system is in state A3C, it controls both the desired time
gap and the crossing time of an intersection. We distinguish the following four substates (see Figure
7) of State A3C: If the vehicle is not in the neighborhood of an intersection, we call this state unaf-
fected (U) because the system is unaffected by the intersection control. After the vehicle has entered
the neighborhood passing a traffc sign indicating an agent-controlled intersection it is approaching
without a time slot (A-). The vehicle is approaching with a time slot (A+) as soon as it has received one.
After the vehicle has entered the intersection, the state is crossing (C). After leaving the intersection,
the vehicle is unaffected.
Figure 7. The substates of the state A3C
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Valuation-Aware Traffc Control
Parameters
We describe the preferences of the driver using the following parameters. They can be different in each
state. The driver has a desired speed
desire
v and a desired time gap
desire
g . He prefers a certain (smooth)
acceleration
s
a and deceleration
s
d for comfortable driving, but also accepts accelerations and decelera-
tions up to a higher (hard) acceleration
h
a and deceleration
h
d . The A3C system computes the adaptive
cruise and crossing control speed
C A
v
3
computing the minimum of the adaptive cruise-control speed
ACC
v and the adaptive crossing-control speed v
CC
.
ACC
v is the necessary speed to keep the time-gap
relationship to the preceding vehicle. v
CC
is the speed to reach the intersection in time. In any case the
speed recommended by the A3C system must not exceed the speed limit
limit
v and the desired speed
desire
v . Thus,
) , , , min(
3 desire limit CC ACC C A
v v v v v =
.
Driving Strategies
In order to achieve a safe and effcient fow of traffc, we propose the following driving strategies for
the A3C system. These strategies defne how to compute the crossing-control speed v
CC
in each substate
of State A3C. Suppliers of the automotive industry may implement different strategies for their own
A3C systems.
Unaffected
If the vehicle is in the state unaffected (U) it should drive if possible with the desired speed, i.e.,
) , min(
desire limit CC
v v v = .
Approaching without a Time Slot
By passing a certain traffc sign indicating an agent-controlled intersection, the A3C system switches
to State approaching without a time slot (A-). In this state the vehicle stops before the intersection by
all means. As long as the stop is still possible, it should drive with the desired speed of the driver, i.e.,
) , min(
desire limit CC
v v v = . The necessary deceleration depends on the current distance to the intersection.
If the deceleration necessary is lower than the preferred smooth deceleration
s
d , the A3C system should
still drive with the desired speed. As soon as the necessary deceleration is greater than or equal to the
preferred smooth deceleration
s
d and less than or equal to the hard deceleration
h
d , the system should
decelerate with the necessary deceleration. We call this driving strategy late deceleration.
Approaching with a Time Slot
As soon as the vehicle receives a time slot, it does not immediately switch to approaching with a time
slot (A+), but computes an acceleration profle to reach the intersection at the entrance time and with the
entrance speed required by the time slot. This means that the vehicle does not necessarily drive with the
desired speed of the driver any more. The acceleration profle should always use the smooth acceleration
and deceleration. If this is not possible, it should use an acceleration/deceleration which is as smooth as
possible, and which does not exceed the hard acceleration and deceleration. The acceleration profle also
considers the desired speed of the driver and the actual speed limit. If the A3C system cannot compute
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Valuation-Aware Traffc Control
such a valid profle, it refuses respectively returns the time slot and stays in State approaching without
a time slot (A-). Otherwise it accepts the time slot and switches to State approaching with a time slot
(A+). We refer to this driving strategy as early deceleration.
If the DAA wants to receive an earlier time slot, e.g., by exchanging the time slot with another
DAA, it uses a different driving strategy: The vehicle approaches the intersection with maximum speed
) , min(
desire limit CC
v v v = as long as it can still stop before the intersection. If necessary, it stops and
waits until it can use its time slot previously received. This corresponds to the late deceleration driving
strategy. If the vehicle drives slower, it risks missing some exchange opportunities because it reaches
the intersection later than possible.
The DAA may not be able to accelerate and decelerate as computed in the profle, e.g., because the
desired time gap to the preceding vehicle may prevent the vehicle from driving as computed. In this
case the vehicle recomputes the acceleration profle. It does so periodically. If the A3C system cannot
compute a valid profle only using accelerations and decelerations lower than the hard acceleration and
deceleration, it returns the time slot to the intersection and switches to State approaching without a
time slot (A-) again (see also Figure 7). This means that the DAA waits again for time slots and stops
at the intersection if necessary.
Crossing
When entering the intersection, the state changes to crossing (C). In this state the vehicle behaves analo-
gously to State approaching with a time slot (A+). The only difference is that the vehicle computes its
acceleration profle not according to the entrance but to the leaving time and leaving speed of its time
slot. After leaving the intersection the state switches back to unaffected (U).
EVALUATION
Our evaluation consists of simulations. This is in line with other research on intersection control
(e.g., Dresner & Stone, 2004; Frstenberg & Lages, 2005). Figure 8 shows the simulation results of
the auction mechanism Free Choice (FC) described in Schepperle and Bhm (2008) compared to the
valuation-unaware mechanism Time-Slot Request (TSR) for the three degrees of concurrency
Figure 8. Simulation results of the auction mechanism Free Choice
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Valuation-Aware Traffc Control
intersection exclusive (IE), lane exclusive (LE) and confict-area exclusive (CAE). Time-Slot Request
is a reimplementation of the reservation-based system by Dresner and Stone (2004). We compare Free
Choice to Time-Slot Request because Dresner and Stone (2004) have shown that it already outperforms
traffc lights in certain scenarios.
The degree of concurrency limits the throughput of the intersection. Therefore, IE is only evaluated
up to 600 vehicles/h, LE up to 1800 vehicles/h and CAE up to 2400 vehicles/h. The results show that
the degree of concurrency used mainly determines the average weighted waiting time. The higher the
degree of concurrency, the lower the average weighted waiting time. Schepperle and Bhm (2008) show
further that Free Choice always outperforms Time-Slot Request. Thus, Free Choice is always effec-
tive. The biggest reduction of the average-weighted waiting time of Free Choice for CAE is with 2000
vehicles/h (27.8%), for LE with 1200 vehicles/h (38.1%) and for IE with 480 vehicles/h (34.5%).
APPLICATION SCENARIOS
The range of application for valuation-aware ITC systems is broad. Next to road intersections both in
urban and in highway traffc there are also settings where some of the challenges discussed are much
easier to overcome. In the following we present some examples.
Closed Traffc Areas
Most of the challenges discussed do not occur in closed traffc areas like company premises, or transship
areas of harbors or airports. Other challenges can be resolved much easier. In those traffc areas vehicles
belong to one organization. The organization can decide to equip all of its vehicles and its premises
with the necessary technology for valuation-aware intersection control. In this case, the organization
can avoid heterogeneous environments (CT3), and market penetration is not an issue any more (CE2).
The number of vehicles is limited and known in advance. Thus, the necessary robustness level of inter-
vehicle communication (CI1) can be achieved much easier. Only members of the organization move in
closed traffc areas, thus security attacks (CI2) are less likely. Closed traffc areas also resolve several
legal challenges. There is no need for privacy and anonymity (CL3) among vehicles of the same orga-
nization. Closed traffc areas are not necessarily covered by road traffc regulations (CL2). This means
that exceptions from such regulations may ease the introduction of valuation-aware A3C systems.
Example: In the HHLA Container Terminal Altenwerder at the Port of Hamburg, Germany, con-
tainers are already handled using automated guided vehicles (AGV) (HHLA, 2008). Our system for
valuation-aware intersection control is applicable to the intersections crossed by these vehicles. In this
case, IAs could prioritize urgent containers with higher valuations.
In an application scenario with vehicles guided automatically traffc safety (CT2) is still important,
but accidents of automatically guided vehicles do not lead to injured human drivers. We do not have to
deal with issues like user acceptance (CU1) and impact on driving behavior (CU2). Because humans
cannot be injured, liability (CL1) has to cover only damages and production downtimes.
In closed traffc areas in particular, fully centralized approaches may be also applicable and even
lead to more effcient solutions. In this case an optimal schedule is planned in advance. But this is not
always feasible: The valuation of vehicles may not be known in advance or may change over time.
Further, the failure of a centralized component could disrupt the whole system. In our decentralized
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Valuation-Aware Traffc Control
approach the failure of an IA disrupts only the intersections handled by this IA. All other intersections
will still operate.
Alternative Routes
So far, we discussed only scenarios where an agent-based driver-assistance system was mandatory for
all road users because vehicles had no choice to use another route. If at least one alternative exists, ve-
hicles can choose between an agent-controlled intersection and an intersection for which an agent-based
driver-assistance system is not mandatory. Using these scenarios we can easily deal with a heterogeneous
environment (CT3) and only need a lower level of market penetration (CE2). This also is an incentive
for drivers to upgrade their vehicle or to buy a vehicle with an agent-based driver-assistance system.
Example: We restrict the access to a tunnel only to vehicles which are equipped with an appropriate
driver-assistance system. All other vehicles have to use the alternative mountain pass. The number of
vehicles may even be limited for the tunnel. This would also make travel times more reliable for vehicles
using the tunnel. This means that vehicles with an agent-based driver-assistance system could negotiate
time slots to use the tunnel, analogously to crossing an intersection. Vehicles which do not receive ap-
propriate time slots have to use together with the vehicles without an agent-based driver-assistance
system the mountain pass.
CONCLUSION
In this chapter we have proposed a novel approach for agent-based valuation-aware intersection control.
Driver-assistance agents and intersection agents negotiate the right to cross an intersection. Valuation-
aware systems consider the valuations of the road users of reduced waiting time and give priority to those
with high valuations. Such systems can increase overall satisfaction of road users. We have discussed
challenges and potential solutions related to traffc engineering, information technology, economy, road
users, and law. We have shown how to combine valuation-aware mechanisms with novel adaptive cruise
and crossing control (A3C) systems. This combination allows for a higher degree of concurrent usage of
an intersection and leads to a more effective outcome than state-of-the-art intersection-control systems.
Next to road intersections, we have examined closed traffc areas and traffc areas with alternatives
where some challenges are easier to deal with.
FUTURE RESEARCH DIRECTIONS
The feld of valuation-aware intersection control is new and provides many opportunities for further
research. So far, it is unclear which strategies driver-assistance agents should use to bid in auctions for
time slots. The bids should depend on the intersection, on the time of the auction and probably also on
the intersection lane to use and on the necessary time to cross the intersection. Earlier slots are more
useful than later ones. Thus, we expect bids for later time slots to be lower. On the other hand, each
lost auction increases the waiting time of a vehicle and increases the chance to miss a given deadline.
Therefore, we also expect bids for later time slots to increase under certain circumstances.
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Valuation-Aware Traffc Control
In general, a vehicle crosses several intersections on a trip. A driver-assistance agent has to keep
budgets and time constraints under control when bidding to cross an intersection. Otherwise it risks
running out of money or time at the next intersections. Thus, bidding strategies should also take the
next intersections on the trip into account.
ACKNOWLEDGMENT
This work is part of the project DAMAST (Driver Assistance using Multi-Agent Systems in Traffc)
(http://www.ipd.uni-karlsruhe.de/~damast/) which is partially funded by init innovation in traffc sys-
tems AG (http://www.initag.com/).
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Chapter XI
Learning Agents for
Collaborative Driving
Charles Desjardins
Laval University, Canada
Julien Laumnier
Laval University, Canada
Brahim Chaib-draa
Laval University, Canada
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
This chapter studies the use of agent technology in the domain of vehicle control. More specifcally,
it illustrates how agents can address the problem of collaborative driving. First, the authors briefy
survey the related work in the feld of intelligent vehicle control and inter-vehicle cooperation that is
part of Intelligent Transportation Systems (ITS) research. Next, they detail how these technologies are
especially adapted to the integration, for decision-making, of autonomous agents. In particular, they
describe an agent-based cooperative architecture that aims at controlling and coordinating vehicles.
In this context, the authors show how reinforcement learning can be used for the design of collabora-
tive driving agents, and they explain why this learning approach is well-suited for the resolution of
this problem.
INTRODUCTION
Modern automotive transportation technologies have faced, in recent years, numerous issues resulting
from the increase of vehicular traffc and having important consequences on passenger safety, on the
environment and on the effciency of the traffc fow.
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Learning Agents for Collaborative Driving
In response, both manufacturers and public institutions have focused on such issues through research
and development efforts, and have come up with many solutions. Among them, as mentioned in the
introductory chapters, the feld of Intelligent Transportation Systems (ITS) has gathered particular inter-
est in the past twenty years. This chapter concerns a specifc domain of ITS, which aims at designing
fully autonomous vehicle controllers.
Many terms have been used to describe this feld and its related technologies, such as Collabora-
tive Driving Systems (CDS), Advanced Vehicle Control and Safety Systems (AVCSS) and Automated
Vehicle Control Systems (AVCS). According to Bishop (2005), these systems could be defned as Intel-
ligent Vehicle (IV) technology. Bishop characterized IV systems by their use of sensors to perceive
their environment and by the fact that they are designed to give assistance to the driver in the operation
of the vehicle. This defnition of Intelligent Vehicles describes both Autonomous Vehicle Control and
Collaborative Driving systems that we consider in this chapter.
Of course, the agent abstraction can be directly adapted to the defnition of IV, as agents have the
ability to sense their environment and make autonomous decisions to take the right actions. In the past,
work related to the problem of autonomous vehicle control has already considered using intelligent
agents. What we propose in this chapter is to show how agent technology can be used to design intel-
ligent driving systems. More precisely, we will detail the design of an agent architecture for autonomous
and collaborative driving based on the use of reinforcement learning techniques. We intend to show
that reinforcement learning can be an effcient technique for learning both low-level vehicle control and
high-level vehicle coordination as it enables the design of a controller that can effciently manage the
complexity of the application, i.e. the number of possible vehicle states and the number of coordination
situations.
The next section of this chapter surveys the feld of autonomous vehicle control and collaborative
driving. It also details what has been done in this feld in relation to agent technology. The third sec-
tion briefy explains agent learning techniques while the fourth and fnal section describes how rein-
forcement learning can be used to build agents that can drive and coordinate themselves with others
autonomously.
SURVEY OF COLLABORATIVE DRIVING SYSTEMS BASED ON AGENT
TECHNOLOGY
This section frst surveys what has been done in the feld of autonomous vehicle control and collaborative
driving systems. Then, it describes how the software agent abstraction and machine learning algorithms
have already been used in the design of such systems.
Autonomous Vehicle Control and Collaborative Driving Systems
In response to the problems related to the increase of vehicular traffc, most industrialized countries
have decided in recent years to adopt a road-map detailing the future of their investments in Intelligent
Transportation Systems (ITS) research. Starting in the early 90s, this resulted in the fact that many
research projects, often in the form of partnerships between academia and industry, began addressing
the design of autonomous vehicle control systems. Research has rapidly led to the development of vari-
ous applications, as detailed in Table 1.
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Learning Agents for Collaborative Driving
Already, vehicle manufacturers have integrated some of these technologies in vehicles. For example,
many luxury cars are now equipped with Adaptive Cruise Control (ACC) systems, automated park-
ing technologies and even lane-keeping assistance systems. Technologies that have been included in
vehicles are, for the moment, used in the form of driving-assistance systems where most of the driving
task still belongs to the driver.
Of course, a great amount of research is still being done in this feld in order to implement these
technologies in consumer products. Clearly, it seems inevitable that the industry will, in a few decades,
move towards fully automated vehicles. However, a couple of technological hurdles must be addressed
before such sophisticated systems can become a reality.
Currently, the next step towards the implementation of fully autonomous collaborative driving systems
is the development of effcient communication technology. Clearly, a robust communication protocol,
for both vehicle-to-vehicle (V2V) and road-to-vehicle (R2V) communication, is a pre-requisite for col-
laboration. As a result, many research institutions have already been working on the development and
on the implementation of a standardized communication protocol named DSRC (Dedicated Short-Range
Communication). Evidently, a lot of research is still being done in that feld, and we refer to Tsugawa
(2005) for more details on the state of the art of inter-vehicle communications.
Technology Description
Collision Detection and Avoidance This technology uses sensors to monitor the
surroundings of the vehicle and to detect possible
collisions. The driver is alerted of possible accidents. In
the future, these systems could even take action directly
on the vehicle to avoid collision.
Lane-Keeping Assistance This technology uses computer vision systems to detect
the curvature of the highway. It can react accordingly,
with small adjustments to steering, in order to keep the
center of the current lane.
Adaptive Cruise Control (ACC) This technology uses a laser sensor to detect the
presence of a front vehicle. The system adapts the
vehicles cruising velocity in order to avoid collision.
Once the obstacle is gone, the vehicle goes back to its
initial, desired velocity
Cooperative Adaptive Cruise Control
(CACC)
This technology adds a communication layer to ACC
systems. Information about the acceleration of a front
vehicle is shared and is used to reduce the distance
between vehicles.
Platooning This technology takes CACC to the next level by using
communication to exchange acceleration data of an
important number of vehicles travelling in a platoon
formation.
Automated Longitudinal and Lateral
Vehicle Control
This technology uses fully automated controllers to act
on a vehicles longitudinal and lateral components.
Collaborative Driving This technology is the ultimate goal of autonomous
vehicle control. It uses inter-vehicle communication in
order to share sensor information and driving intentions
with surrounding vehicles (not necessarily a platoon)
and select an optimal driving action.
Table 1. Autonomous vehicle control technologies and their description (Bishop, 2005)
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Learning Agents for Collaborative Driving
Research Projects
Many research projects have been active in the development and design of autonomous vehicle control,
collaborative driving and related technologies.
Perhaps the most famous and infuential program in this feld is the program of the University of
California at Berkeley called PATH (Partners for Advanced Transit and Highway). This program re-
groups numerous research projects that share the ultimate goal of solving the issues of transportation
systems through the use of modern technologies. PATH projects have designed and tested an important
range of solutions related to vehicle control. They have studied solutions to complex problems such
as automated longitudinal (Raza & Ioannou, 1997; Lu et al., 2000) and lateral vehicle control (Peng
et al., 1992), cooperative collision warning systems (Sengupta et al., 2007) and platooning (Godbole
& Lygeros, 1994; Sheikholeslam & Desoer, 1990). Bana (2001), has also worked on the use of vehicle
communications for advanced vehicle coordination. For more details about the history of PATH and its
future research directions, we refer to Shladover (2007). Finally, PATH is also famous in part because
it has implemented and demonstrated an autonomous platooning control system as early as in 1997, as
part of the Demo 97 event (NAHSC, 1998).
Another important research program has been Japans Advanced Cruise-Assist Highway Systems
Research Association (AHSRA). Similarly to PATH, this program has focused on the development of
intelligent systems for the infrastructure, but has also worked on Advanced Security Vehicle (ASV)
systems which promote the development and integration of intelligent systems in vehicles. The next
step of their project consists in linking both types of systems using a communication architecture.
Their program is also well-known for its implementation and demonstration of ASV technologies in
the Demo2000 (Tsugawa et al., 2000) event. Moreover, since AHSRA regroups many manufacturers,
a large number of the technologies developed through this program have rapidly been integrated in
Japanese vehicles.
Many European countries have also been active in this feld. For instance, recent work at the TNO
Automotive (a research institute of The Netherlands) through the CarTalk2000 project, with partners
DaimlerChrysler and Siemens, has focused on the development of communication systems and their
application to autonomous vehicle control (de Bruin et al., 2004; Hallouzi et al., 2004).
Of course, the projects described here only offer a glimpse of all the research that has been done on
this topic. A lot of other research organizations have also fnanced projects in this feld, such as Italys
ARGO (Broggi et al., 1999), Canadas Auto21 (Auto21, 2007) and Europeans CHAUFFEUR projects
(Schulze, 2007), just to name a few.
Design of Intelligent Vehicles Using Agents and Machine Learning
As we have described earlier, the agent abstraction is especially adapted to the problem of automated
vehicle control and collaborative driving. It is not surprising to see that a number of research projects have
considered using agents to design such control systems. Moreover, since agents need a decision-making
mechanism, the use of agents has often been in conjunction with machine learning techniques. This
section overviews previous work on the use of agents and machine learning techniques for autonomous
vehicle control and coordination.
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Machine Learning for Vehicle Control
One of the frst interesting applications of machine learning to the problem of vehicle control was
Pomerleaus ALVINN (Pomerleau, 1995). Pomerleau has designed a supervised learning system based
on computer vision that featured a neural network which received, as inputs from the vision system,
patterns representing the road ahead. The task of the network was to learn to match vision patterns to
an accurate driving action. Examples were given by watching a real person driving.
The PATH program, through its Bayesian Automated Taxi (BAT) (Forbes et al., 1995) project has
also studied the use of agents and machine learning for autonomous driving in traffc. They have shown
that the use of a decision theoretic architecture and of dynamic Bayesian networks has produced a good
solution to the problems of sensor noise and uncertainty about the other vehicles behavior.
Later, Forbes also introduced a longitudinal agent controller (Forbes, 2002) based on reinforcement
learning. This controller has been compared to a hand-coded controller, and results showed that the
hand-coded controller was generally more precise than the learned controller, but was less adaptable
in some situations.
Another interesting approach to longitudinal vehicle control was developed by Naranjo et al. (2003)
as part of Spains AUTOPIA project. Naranjo and his colleagues designed a longitudinal controller based
on fuzzy logic. Their controller used inter-vehicle communication to share positioning information of
a lead vehicle. It was even embedded in a vehicle and tested in demo sessions of the IEEE (Institute of
Electrical and Electronics Engineers) Intelligent Vehicles Conference of 2002.
Machine Learning for Vehicle Coordination
The problem of coordination between vehicles has also received much interest from many researchers
as this problem is especially adapted to multi-agent learning algorithms.
Among the numerous examples is work by nsal et al. (1999). These researchers have tackled the
problem by using multiple stochastic learning automata as a mean to control the longitudinal and lateral
motion of a single vehicle. Using reinforcement learning, these automata were able to learn to act in
order to avoid collisions. The interactions between the automata have been modeled using game theory,
with the objective of optimizing the traffc fow.
In his work, Pendrith (2000) presented a distributed variant of the Q-learning algorithm and applied
it to a lane change advisory system. The author considered using a local perspective to gather state
information, by considering the relative velocities of the surrounding vehicles. Whereas the solution
provided by the algorithm increases the traffc effciency, the problem of this algorithm is the lack of
learning stability.
Moriarty & Langley (1998) proposed a traffc management approach where vehicles select by them-
selves the lane which optimizes the performance of the traffc fow. The authors have used a combina-
tion of reinforcement learning and neuro-evolution methods to keep a set of possible strategies for the
vehicles. They have shown that their approach optimizes the velocities of the cars while reducing the
number of lane changes.
Finally, Blumer et al. (1995) have used a neural network and an expert system to control vehicles
from a coordination point of view (changing lanes, joining a platoon, etc.). The neural network was
used to classify traffc situations and a reinforcement learning algorithm was used to evaluate the risk
of the situation observed in order to choose the adequate action.
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Learning Agents for Collaborative Driving
Agent Abstraction
Agents are autonomous software entities that try to achieve their goals by interacting with their envi-
ronment and with other agents (Russell & Norvig, 2002). With their ability for autonomy and social
interactions, agents are a logical choice of mechanism to rely on in order to embed in vehicles a delibera-
tive engine adapted for control and collaboration. Indeed, this abstraction is especially adapted to the
problem of collaborative driving that we address here, as vehicle controllers must autonomously make
decisions in a decentralized manner while interacting with other vehicles in order to reach their goals
of optimizing safety and traffc fow effciency.
The agent abstraction can also be used to model the driving task using a deliberative architecture, and
many different approaches have already been considered. For example, Rosenblatt (1995) has proposed
a framework based on a centralized arbitration of votes from distributed, independent, asynchronous
decision making processes. This framework has been used for obstacle avoidance by vehicles. In related
work, Sukthankar et al. (1998) have focused on tactical driving using several agents that are specialized
on one particular task (e.g. change lane agent or velocity agent). A voting arbiter aggregates the recom-
mendation of all agents to choose the best vehicle action. Similarly, work by Ehlert (2001) describes
tactical driving agents based on the subsumption approach (Brooks, 1991) and uses behavioral robotics
to consider the real-time aspects of the driving task.
A different agent architecture has been proposed by Hall & Chaib-draa (2005). Their work features
a deliberative architecture based on team work (Tambe & Zhang, 2000) and is used for platoon man-
agement. This approach relies on a three level architecture (Guidance, Management and Traffc) as in
PATHs architecture. In Hall and Chaib-draas approach, each vehicle is assigned a specifc role in the
platoon (Leader, Follower, Splitter, etc.) according to its current task. They have also compared their
approach to a centralized and a decentralized platoon and they have given advantages and disadvantages
of each type of platoon organization.
Of course, the papers we have presented here on the use of machine learning and of the agent ab-
straction applied to vehicle control and coordination only represent an overview of what has been done
in this feld. Nonetheless, it clearly illustrates what can be done when applying agent abstraction and
machine learning to vehicle control.
LEARNING AND AGENTS
The resolution of the problems of autonomous vehicle control and of collaborative driving using intelli-
gent agents requires the use of methods that are adapted to making decisions in a complex environment.
One important problem that agents must face is the presence, in most environments, of uncertainty. In
recent years, reinforcement learning has gathered much interest for the resolution of such problems as
it can be used in this context to obtain effcient control policies.
Thus, this section will briefy present the Markov Decision Processes (MDP) model and the cor-
responding reinforcement learning algorithms classically used to fnd an optimal solution for a single
agent. Afterwards, we introduce multi-agent models and describe algorithms that can learn in situations
where interaction and coordination between agents is possible.
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Learning Agents for Collaborative Driving
Markov Decision Processes
To take action, autonomous agents rely on a deliberation mechanism to select the appropriate action
to take according to the current perception of the environment. Since driving can be considered as a
sequential task where decisions need to be taken at fxed intervals of time, the framework of Markov
Decision Processes (MDPs) is an effcient candidate to model this problem. More precisely, MDPs are
sequential decision problems in which the goal is to fnd the best actions to take to maximize the agents
utility (Sutton & Barto, 1998).
The Markov property is needed to fnd the optimal solution of an MDP via classic dynamic pro-
gramming or reinforcement learning approaches. This property is satisfed if the current state of the
agent encapsulates all knowledge required to make a decision. More precisely, an environment is said
to be markovian if its evolution can be described only by the current state and by the current action of
the agent.
The resolution of an MDP yields a policy, which is a function that maps states to actions and which
actually represents the behaviour of the agents. When the dynamics of the system (represented by the
probabilities of going from current state s to next state s when taking action a) are known, it is possible
to use the Value Iteration algorithm (Russell & Norvig, 2002) to obtain a policy that maximizes the
expected reward that the agent can obtain when executing it from starting state s (this policy is called
the optimal policy).
The Q-Learning algorithm is also particularly interesting for the resolution of an MDP. It is a model-
free approach that enables an agent to learn to maximize its expected reward without the availability of
the transition and the reward functions that both characterize knowledge of the environment. With this
algorithm, the agent learns an optimal action policy simply by trying actions in the environment and
by observing their results. This algorithm is based on the notion of Q-value Q(s,a) which represents the
reward an agent can expect to obtain when it is in state s and selects action a.
The downside of these algorithms is that they face the curse of dimensionality. This curse refers
to the fact that the size of the state space (the number of Q(s, a) pairs) can grow exponentially with
the number of variables contained in the states and with the number of possible actions. This renders
convergence nearly impossible for complex problems. Moreover, the use of a Q-values table means that
continuous environments cannot be treated and need to be discretized.
Policy-gradient algorithms can address some of these issues. Instead of updating a value function
in order to obtain the optimal function, these algorithms work by updating directly a parameterized
stochastic policy according to the gradient of a policys performance with respect to the parameters
(the performance of a policy is generally defned as the expected reward one can get by following this
policy). The advantages of these methods are that they can easily treat continuous state variables and
that there is no problem related to the growth of the state space. For more details, we refer the reader
to both Baxter & Bartlett (2001) and Williams (1992), as these authors make a good overview of this
family of learning algorithms.
Multiple Agents
When multiple agents are involved, their interactions need to be handled since each agent needs to take
into account the actions of others for effcient action selection. Usually, we can distinguish two cases:
cooperative interactions, where all agents share the same goals, and non-cooperative interactions, where
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Learning Agents for Collaborative Driving
agents may have different or even opposite goals. In this section, we will only focus on the cooperative
case.
When several cooperative agents act in the same environment, a decentralized MDP (DEC-MDP)
can be used to describe the interaction of these agents (Bernstein et al., 2002). DEC-MDPs adapt some
concepts of MDPs to deal with multiple agents and partially observable domains. In DEC-MDPs, obser-
vations have a special property: each agent can observe only a part of the current system state and each
joint observation corresponds to a unique system state. Note that in this model, any optimal solution
maximizes the social welfare, i.e. the sum of all agent rewards.
As far as we know, there exists no reinforcement learning algorithm that can fnd an optimal solu-
tion of a DEC-MDP without knowing the model of the environment. All working algorithms are based
on dynamic programming (Bertsekas, 2000) and can only solve problems of small size because the
DEC-MDP model is known as being an intractable problem (Bernstein et al., 2002). However, when
agents are able to exactly observe the global state of the environment, the Friend Q-Learning algorithm
introduced by Littman (2001) allows building an optimal policy for all agents.
Notice that even if this algorithm converges to the optimal joint policy, agents need some informa-
tion about the others in order to achieve a good coordination. In general, individual states, individual
actions and sometimes individual rewards need to be transmitted by communication between agents
so that they can learn good policies. This multi-agent learning algorithm will be used later as part of
the layer that manages vehicle coordination.
DESIGN OF COLLABORATIVE DRIVING AGENTS
In this section, we present how agents making decisions based on reinforcement learning algorithms can
be used to design an autonomous vehicle controller and a collaborative driving system. First, we pres-
ent our architecture and the different layers it relies on to manage vehicle control. Then, we detail the
design of both a low-level vehicle controller and a high-level coordination module. Finally, we describe
the results we obtained by executing the policies learned for both modules.
Architecture Design
For the past thirty years, manufacturers have integrated classic Cruise Control (CC) systems into ve-
hicles to automatically maintain a drivers desired cruising velocity. More recently, constructors have
introduced Adaptive Cruise Control (ACC) systems that make use of sensors to detect the presence
of obstacles in front of a vehicle (Bishop, 2005). These systems are designed to react automatically
to obstacles by taking direct action on the vehicle to adjust its current velocity in order to keep a safe
distance behind the preceding vehicle.
Cooperative Adaptive Cruise Control systems (CACC), which integrate the use of inter-vehicle
communication in the control loop, are often seen as the next step towards autonomous control systems
(Bishop, 2005). These systems use wireless communication for the broadcast of positioning, velocity,
acceleration and heading information to other vehicles nearby, to improve the receivers awareness of
the environment. By providing this extra information that would normally be out of the range of stan-
dard sensors, communication helps vehicles make better driving decisions and increase both traffc
effciency and safety.
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Learning Agents for Collaborative Driving
In particular, CACC systems beneft from the use of communication to assure the string stability of
a group of vehicles. This expression signifes that vehicles do not propagate and amplify perturbations
of a front vehicles velocity. Thus, for example, vehicles do not have to brake more than the preceding
vehicle when observing changes in velocity. Non-stability eventually leads to vehicles needing to brake
to a stand-still in order to avoid collision, which is often what causes traffc jams. Sheikholeslam and
Desoer (1990) have showed that communicating acceleration actions of preceding vehicles through
inter-vehicle communication is necessary to observe the stability of a stream of vehicles separated by
constant spacing.
The Cooperative Adaptive Cruise Control (CACC) architecture presented here is thus based on
this previous work of the automotive industry on vehicle control. The system, which is described in
more detail in work by Desjardins et al. (2007), is actually an autonomous, intelligent agent that takes
decisions in order to control the vehicle. This agent relies on two layers for decision-making and on a
communication module to interact with other vehicles.
The two control layers work at different abstraction levels yet are complementary at coordinating
interactions and at achieving cooperation between vehicles. First, the Coordination Layer is responsible
for the selection of high-level driving actions. It uses information from other communicating vehicles to
select an action that is the best response it can take according to the other vehicles actions in order to
maximize local and global security and traffc effciency criteria. When such an action has been chosen,
the low-level vehicle controller, also named the Action Layer, is responsible for selecting an action that
has a direct effect on the vehicles actuators. Figure 1 shows how our CACC architecture acts as part of
the basic control loop of the navigational system of a vehicle.
When the current low-level action has terminated (either by success of by failure), the Action Layer
notifes the Coordination Layer. This termination is then broadcast to the neighborhood to inform other
vehicles. When all neighbors of a vehicle have fnished their respective action, the Coordination Layer is
Figure 1. CACC system architecture
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Learning Agents for Collaborative Driving
able to take another coordination action according to the current state. The state diagram of Figure 2 il-
lustrates the possible transitions that can be triggered by the Coordination Layer for a single vehicle.
The exact behavior of each layer has been designed using reinforcement learning algorithms. This
learning approach is particularly useful since it allows the agent vehicle to adapt to its environment even
if it does not know its dynamics. More specifcally, the Action Layer uses algorithms to learn the selec-
tion of the best low-level actions according to the environments state in order to achieve the high-level
action selected, while the Coordination Layer uses learning to optimize the agent interactions.
In the following subsections, we present the design of both layers in detail.
Design of the Action Layer
For the design of our systems Action Layer, we have focused on offering a control policy that enables
secure longitudinal velocity control. In particular, instead of solving directly the complex problem of
Cooperative Adaptive Cruise Control, the work we present here tries to solve a simpler problem by
designing an Adaptive Cruise Control (ACC) system, as we intend to show that our approach based on
reinforcement learning can lead to good results.
First, we have considered for the inputs (state variables in the MDP framework) of the system the
time headway, which gives the distance in time from a front vehicle (as illustrated in Eq. 1), and its
difference between two timesteps, which indicates whether the follower has been closing in or going
farther from its front vehicle (as given by Eq. 2).
Figure 2. CACC system architecture interactions
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Learning Agents for Collaborative Driving
Headway =Hw , Position =Pt , Velocity =V
( )
Leader Follower
Follower
Pt Pt
Hw
V
(1)

1 t t
Hw Hw Hw
(2)
The headway information is perceived by a laser sensor, and detects vehicles in front in a range of
up to 120 meters. Through our experiments, we make the hypothesis that there are no delays in the
sensory system (as sensor delay will be addressed in future work).
Of course, this ACC state defnition can easily be extended by using the communication system
to propagate information about the state of surrounding vehicles (position, velocity, acceleration and
heading). More specifcally, we would like to integrate information about a lead vehicles acceleration
as inputs of this process, so that our system becomes a fully-functional Cooperative Adaptive Cruise
Control (CACC) system.
For both the ACC and CACC cases, we will compute the control policies using reinforcement learn-
ing. This kind of learning is advantageous and effcient since it enables us to make an abstraction of
the vehicle physics but still learn a valuable control policy. This is particularly useful when learning
a control policy in an environment containing complex vehicle physics similar to the one used for our
experiments (which we briefy detail at the beginning of the Results section).
The reward function we use gives negative rewards when the vehicle is too far from or too close to
a secure distance (2 seconds, a common value in ACC systems (Bishop, 2005)). Positive rewards are
given when the vehicle is in the desired range. To direct the exploration of the vehicle to interesting
places of the state space, we also give a positive reward to the vehicle if it is too far from the goal but
is closing up.
An interesting characteristic of this learning task is that the choice of these state variables was
carefully considered. As a result, the behaviour learned does not depend on the current velocity of the
vehicles and should generalize to any driving scenario. The only fxed aspect of the controller that would
not change with different scenarios is the distance from which the vehicle is following, which depends
on the goal region defned by the reward function.
Finally, we also design manually a basic lane change policy, which can be triggered whenever needed
by the vehicle Coordination Layer. The design of this layer is described in detail in the next section.
Design of the Coordination Layer
The goal of vehicle coordination is to handle dynamically the interactions between cars on the road in
order to obtain an intelligent collaborative driving system. To achieve this, the Coordination Layer uses
policies defned by the Action Layer and chooses at each step which policy should be applied in order
to improve the coordination. In this subsection, we describe the method we considered for the design
of coordination policies. To solve this problem, we use multi-agent learning algorithms and DEC-MDP
models, and we introduce the notion of distance of observation between vehicles. Basically, with com-
munication and sensors, each vehicle only has a limited view of its surrounding environment, and can
choose an action which will give good coordination results.
More formally, based on the DEC-MDP model described previously, we make assumptions about
the observations of the vehicles, splitting these into two categories: observations over world states and
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Learning Agents for Collaborative Driving
observations over actions. Each observation is assumed to be perfect but only for a sub-part of the
environment. Moreover, each agent only has a partial view of the other agents and cannot perceive the
complete environment to learn the optimal actions. To defne these partial views, we defne a neighbor-
hood function neigh, which returns the set of visible agents at a certain distance of observation from a
central agent. Thus, observations are defned by the union of the exact states of visible agents. By this
formulation, we assume that the need for coordination is higher when two agents are close than when
they are far from each other. We also assume that every agent is in its own neighborhood and if an agent
is in the neighborhood of another, the opposite is also true. Note that a maximal distance d
max
is reached
when each agent can observe all other existing agents.
Applied to the vehicle coordination problem, the functions calculating the partial state and the joint
action are defned by the sensors and the communication of the vehicles. Figure 3 shows the partial view
(state and action) for each vehicle where the global environment state is composed of 3 vehicles V
1
, V
2

and V
3
. In this fgure,
2
i
s represents the partial vision of the vehicle i, which explains why the view
2
3
s is
centered on Vehicle 3. Since the road is modeled as a ring, Vehicle 3 can observe Vehicle 2 in front of it
and can observe Vehicle 1 behind it. At each step, the agent receives the information from other vehicles
(velocities, positions) and the actions that have been chosen for the next step of the interaction.
Once all information needed to construct a partial state and joint action is received, the Coordina-
tion Layer decides to act by sending its command to the low-level vehicle controller. A vehicle can be
ordered to follow the preceding vehicle, to keep a constant velocity or to change lanes to the right or to
the left. All these actions correspond to the policies offered by the Action Layer.
Since the resolution of a DEC-MDP is known as an intractable problem, we will rather present an
algorithm which fnds an approximated joint policy using the distance of observation. Our algorithm,
Figure 3. Joint and partial states of a vehicle coordination scenario for a distance of observation of 2
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Learning Agents for Collaborative Driving
called Partial Friend Q-Learning (PFQ), is based on Friend Q-Learning (Littman, 2001), a multi-agent
version of Q-Learning. The basic idea is to apply Friend Q-Learning on partial views and partial joint
actions instead of on fully observable states and joint actions to limit the number of possible Q(s,a) pairs.
At each step, the agent chooses its action contained in the joint action that maximizes the Q-Value in
the current state. Then, it observes partial states, partial joint actions and rewards, and updates the Q-
Value as usual. In the end, the algorithm computes a policy
d
p for each agent and for a fxed distance
d. Further details of the coordination approach can be found in Laumnier & Chaib-draa (2006). From
a vehicle coordination point of view, this algorithm allows us to take into account only a limited part
of the environment by neglecting the infuence of cars farther away. Thus, changes in the environment
far away have no infuence on the resulting policy.
Results
To test our architecture, we designed a microscopic traffc simulator in which vehicles are accurately
modeled. It features vehicle physics and dynamics based on a single-track model (Kiencke & Nielsen,
2000). This model integrates both longitudinal and lateral vehicle movements and uses a wheel model
that is complex enough to simulate with precision the behavior of a vehicle.
The simulator also includes an inter-vehicle communication system and a sensory system in order
for vehicles to perceive their environment. The inter-vehicle communication module is a pre-requisite
to an effcient CACC system as it makes possible extensive cooperation between vehicles. Both the
Action Layer and the Coordination Layer rely on this module to share information and achieve good
performance. The communication layer is loosely based on the DSRC protocol, which addresses many
issues related to wireless inter-vehicle communications.
Actions of the vehicles in the simulator are controlled by acting directly on their actuators. This
means that the longitudinal actions available to vehicles are to accelerate or to brake by pressing on the
corresponding pedal. It is also possible not to take an action at the current time. As for the use of the
steering wheel, it leads to the possible lateral actions of the vehicle. Before selecting a driving action, the
Action and Coordination Layers can use sensors and communication to perceive the environment. We
make the hypothesis that there are no delays or noise in the system whether it is from sensors, actuators
or communication. As explained in the conclusion below, taking care of the issues of sensor delay and
noise will be addressed in the following steps of the development of our architecture.
This simulation environment was used for learning control and coordination policies for both the
Action and Coordination Layers of our system. How these experiments were done exactly for each layer
is described in the following sections.
Vehicle Control
The Action Layer used for low-level vehicle control is designed using reinforcement learning. To obtain
a control policy, we put the controller in learning mode in our simulated environment.
We tested a Stop & Go scenario where a leading vehicle accelerates to a velocity of 20 m/s, slows
down to 7 m/s and then accelerates again, this time to a 20 m/s cruising velocity. Our learning agent
had to try actions in order to fnd the best longitudinal following policy. The goal was to reach a secure
distance of 2 seconds behind a preceding vehicle, using only a front sensor, which effectively models
the behavior of an ACC system.
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Learning Agents for Collaborative Driving
The learning task defnition corresponded exactly to what was presented in the Design of the Action
Layer section. Experiments to learn an effcient control policy have been done using the OLPOMDP
policy-gradient algorithm (Baxter & Bartlett, 2001). This reinforcement learning algorithm generates a
stochastic parameterized policy (a policy that returns probabilities of selecting the actions in a particular
state). To represent this policy, we have used a neural network, and the parameters of the policy are
actually the weights of the network. As a result, the algorithm modifes the networks weights in order
to increase the probability of selecting the actions that give us positive rewards.
Figure 4 illustrates data related to the execution of 10 learning simulations of 5,000 episodes. Since
the algorithm is actually a stochastic gradient descent method, multiple learning simulations were
needed in order to compare the resulting policies. Thus, the fgure shows the worst, the average and
the best policy obtained through the learning phase. Figure 4 also illustrates the fact that the learning
algorithm did optimize the number of steps in which the vehicle is located in the desired safe region,
as, by the end of the learning episodes, the vehicle is in the goal region for approximately 475 steps over
500, which can be considered as a near-optimal behavior.
After the learning phase, we executed a Stop & Go scenario with two vehicles, the follower being
controlled by using the learned ACC policy. Figure 5 illustrates the velocities of both vehicles during
this execution scenario. This fgure illustrates the fact that the learned policy was able to precisely match
the velocity of the front vehicle, even when it did accelerate or brake.
Furthermore, Figure 6 shows the associated headway metric of the second vehicle during the execu-
tion scenario. It clearly shows that the learned policy resulted in an effcient behavior, with the headway
oscillating closely around the desired value for the duration of the simulation.
Figure 4. ACC learning results
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Learning Agents for Collaborative Driving
Work still needs to be done to achieve our goal of designing a complete longitudinal CACC control-
ler but, for now, the results we have obtained with our Adaptive Cruise Control (ACC) system show that
reinforcement learning can be used to provide effcient vehicle following controllers.
Vehicle Coordination
The PFQ algorithm has been tested on a simplifed three vehicles scenario as described in Figure 3,
where each vehicle had to choose the best lane in order to optimize the velocity of every vehicle. This
coordination scenario uses simpler dynamics than the single track model. Moreover, we discretize the
positions and velocities of the vehicles and, for each car, we note Y the longitudinal position (in meters,
assuming that a car is a 1 m
2
square) and X the current lane. We discretize also the velocities to the set
V = 0, 4, 8, 12, 16, 20 m/s. Learning coordination allows us to design an effcient controller which can
take into account the actions of the other vehicles situated at a close range. Here, we summarize these
results to show that each vehicle only needs to observe a subset of the other vehicles, those that are close
to itself, to learn a near-optimal coordination policy.
With the results of those simulations, we can compare empirically the performance of a coordination
policy learned in a fully-observable environment (using Friend Q-Learning) with the performance of an
approximated coordination policy learned using observations of a subset of the environment (using our
approach, PFQ). Here, we compare the algorithms on two situations: the scenario S
1
is defned by size
X = 3, Y = 7, by the set of velocities V = 0, 4, 8, 12, 16, 20 m/s and by the number of agents N =3. In the
second scenario S
2
, we enlarge the number of lanes and the length of the road (X = 5, Y = 20, V = 0, 4,
8, 12, 16, 20 m/s and N = 3). Consequently, in these problems, the maximal distance that we can use to
approximate the total problem is d
max
= 3 for S
1
and d
max
= 10 for S
2
. In the initial state (Figure 3), ve-
Figure 5. ACC vehicle velocities
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Learning Agents for Collaborative Driving
locities of the agents are V
1
= 4 m/s, V
2
= 8 m/s and V
3
= 12 m/s. We present, for all results, the average
velocity of all vehicles, averaged over 25 learning simulations, with each episode lasting 10 steps.
Figure 7 shows the results of PFQ with distance from d = 0 to d = 3. This algorithm is compared to
the total observation problem resolved by Friend Q-learning. For d = 0, d = 1 and d = 2, PFQ converges
to a local maximum, which increases with d. In these cases, the approximated values are respectively of
76%, 86% and 97% of the optimal velocity. When d = 3, which is when the local view is equivalent to
the totally observable view, the average velocity converges to the optimal average velocity. Thus, without
observing everything around them (distance d = 2) vehicles are able to coordinate themselves and learn
a near optimal policy while reducing the number of vehicles taken into account in the coordination.
Practically, the observation distance is determined by the distance of communication between ve-
hicles. In general, using communication protocol like DSRC, the distance of communication depends
on the density of vehicles. Indeed, in order to keep the number of messages relatively low, vehicles
can only send to their close neighbors if there are many vehicles around. By doing this, we limit the
number of vehicles taken into account in our reinforcement learning algorithms. This limitation is also
coherent with the fact that current communication and sensor systems are not designed to handle the
perception of remote vehicles. Consequently, we are able to design a coordination layer with good ef-
fciency limiting the number of states in which the optimal policy should be found. The collaborative
driving policy learned using a total distance of observation (d = 3) is represented by Figure 8. We can
observe that, with this near optimal policy, Vehicle 3 learned to pass Vehicle 2 and Vehicle 1 learned
to let Vehicle 2 to pass.
Figure 6. ACC headway results
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Learning Agents for Collaborative Driving
Figure 7. Velocity for partial friend q-learning
Figure 8. Coordination between 3 vehicles. Vehicle 3 learned to pass Vehicle 2 and Vehicle 1 learned
to let Vehicle 2 pass.
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Learning Agents for Collaborative Driving
CONCLUSION
In this chapter, we proposed a system for autonomous vehicle control and collaborative driving based
on the use of agent technology and of machine learning. More specifcally, we presented a multi-layered
architecture that relies on both an Action Layer and a Coordination Layer: the Action Layer is used
to manage low-level vehicle control actions such as braking, accelerating or steering, while the Coor-
dination Layer is responsible for high-level action choice by integrating cooperative decision-making
between vehicles. These two layers were designed using agent and multi-agent reinforcement learning
techniques. Finally, we showed that the integration of reinforcement learning techniques at all levels
of our autonomous driving controller gives effcient results for vehicle control and coordination. This
approach clearly facilitates the efforts of the systems designer, as the complex details related to vehicle
control and related to the numerous possibilities of inter-vehicle interactions are automatically handled
by the learning algorithm.
Unfortunately, even though our approach was tested on a realistic vehicle dynamics simulator, we
obviously did not take into account all of the requirements needed for the implementation of our system
in a real vehicle. For example, we assumed the sensors of the vehicle to be perfect and without noise.
In practice, however, sensors like GPS and lasers have limited precision. Obviously, this can lead to a
degradation of the effciency of the Action and the Coordination Layerss policies. Therefore, future
work could consider solving this particular problem, which could be done by using Partially Observable
Markov Decision Processes (POMDPs). This framework generalizes MDPs and can be used to fnd
control policies under uncertainty and partial observability of the environment. Moreover, the control
of the Action Layer should consider continuous actions instead of discrete ones in order to improve
the effciency of the vehicle following behavior. As for the Coordination Layer, experiments should be
done on more complex scenarios in order to improve performance in high-density vehicular traffc. In
this case, some approximation techniques could be considered in order to fnd an effcient coordination
policy for a large number of vehicles.
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261
Chapter XII
Traffc Congestion Management
as a Learning Agent
Coordination Problem
Kagan Tumer
Oregon State University, USA
Zachary T. Welch
Oregon State University, USA
Adrian Agogino
NASA Ames Research Center, USA
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
Traffc management problems provide a unique environment to study how multi-agent systems pro-
mote desired system level behavior. In particular, they represent a special class of problems where the
individual actions of the agents are neither intrinsically good nor bad for the system. Instead, it
is the combinations of actions among agents that lead to desirable or undesirable outcomes. As a con-
sequence, agents need to learn how to coordinate their actions with those of other agents, rather than
learn a particular set of good actions. In this chapter, the authors focus on problems where there is
no communication among the drivers, which puts the burden of coordination on the principled selection
of the agent reward functions. They explore the impact of agent reward functions on two types of traffc
problems. In the frst problem, the authors study how agents learn the best departure times in a daily
commuting environment and how following those departure times alleviates congestion. In the second
problem, the authors study how agents learn to select desirable lanes to improve traffc fow and minimize
delays for all drivers. In both cases, they focus on having an agent select the most suitable action for
each driver using reinforcement learning, and explore the impact of different reward functions on system
behavior. Their results show that agent rewards that are both aligned with and sensitive to, the system
262
Traffc Congestion Management as a Learning Agent Coordination Problem
reward lead to signifcantly better results than purely local or global agent rewards. They conclude this
chapter by discussing how changing the way in which the system performance is measured affects the
relative performance of these rewards functions, and how agent rewards derived for one setting (timely
arrivals) can be modifed to meet a new system setting (maximize throughput).
1. INTRODUCTION
This purpose of this chapter is to quantify how decisions of local agents in a traffc system (e.g., drivers)
affect overall traffc patterns. In particular, this chapter explores the system coordination problem of how
to confgure and update the system so that individual decisions lead to good system level behavior. From
a broader perspective, this chapter demonstrates how to measure the alignment between the local agents
in a system and the system at large. Because the focus of this chapter is on multiagent coordination and
reward analysis, we focus on abstract, mathematical models of traffc rather full fedged simulations.
Our main purpose is to demonstrate the impact of reward design and extract the key properties rewards
need to have to alleviate congestion in large agent coordination problems, such as traffc.
In this chapter we apply multi-agent learning algorithms to two separate congestion problems. First
we investigate how to coordinate the departure times of a set of drivers so that they do not end up
producing traffc spikes at certain times, both providing delays at those times and causing conges-
tion for future departures. In this problem, different time slots have different desirabilities that refect
user preferences for particular time slots. The system objective is to maximize the overall systems
satisfaction as a weighted average of those desirabilities. In the second problem we investigate lane
selection, where a set of drivers need to select different lanes to a destination (Moriarty and Langley,
1998, Pendrith, 2000). In this problem, different lanes have different capacities and the problem is for
the agents to minimize the total congestion. Both problems share the same underlying property that
agents greedily pursuing the best interests of their own drivers cause traffc to worsen for everyone in
the system, including themselves.
Figure 1. Reinforcement Learning for Congestion Management. A set of agents (cars) take actions. The
result of each action is rewarded. Agents then modify their policy using reward.
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Traffc Congestion Management as a Learning Agent Coordination Problem
Indeed, multi-agent learning algorithms provide a natural approach to addressing congestion prob-
lems in traffc and transportation domains (Bazzan et al., 1999, Dresner and Stone, 2004, Klgl et
al., 2005). Congestion problems are characterized by having the system performance depend on the
number of agents that select a particular action, rather on the intrinsic value of those actions. Examples
of such problems include lane/route selection in traffc fow (Kerner and Rehborn, 1996, Nagel, 1997),
path selection in data routing (Lazar et al., 1997), and side selection in the minority game (Challet and
Zhang, 1998, Jefferies et al., 2002). In those problems, the desirability of lanes, paths or sides depends
solely on the number of agents having selected them. Hence, multi-agent approaches that focus on agent
coordination are ideally suited for these domains where agent coordination is critical for achieving
desirable system behavior.
The approach we present to alleviating congestion in traffc is based on assigning each driver an
agent which determines the departure time/lane to select. The agents determine their actions based
on a reinforcement learning algorithm (Littman, 1994, Sutton and Barto, 1998, Watkins and Dayan,
1992). In this reinforcement learning paradigm, agents go through a process of where they take actions
and receive rewards evaluating the effect of those actions. Based on these rewards the agents try to
improve their actions (see Figure 1). The key issue in this approach is to ensure that the agents receive
rewards that promote good system level behavior. To that end, it is imperative that the agent rewards:
(i) are aligned with the system reward
1
, ensuring that when agents aim to maximize their own reward
they also aim to maximize system reward; and (ii) are sensitive to the actions of the agents, so that the
agents can determine the proper actions to select (i.e., they need to limit the impact of other agents in
the reward functions of a particular agent).
The diffculty in agent reward selection stems from the fact that typically these two properties provide
conficting requirements. A reward that is aligned with the system reward usually accounts for the ac-
tions of other agents, and thus is likely to not be sensitive to the actions of one agent; on the other hand,
a reward that is sensitive to the actions of one agent is likely not to be aligned with system reward. This
issue is central to achieving coordination in a traffc congestion problem and has been investigated in
various felds such as computational economics, mechanism design, computational ecologies and game
theory (Boutilier, 1996, Sandholm and Crites, 1995, Huberman and Hogg, 1988, Parkes, 2001, Stone
and Veloso, 2000). We address this reward design problem using the difference reward (Wolpert and
Tumer, 2001, Tumer and Wolpert, 2004), which provides a good balance of alignedness and sensitivity.
The difference reward has been applied to many domains, including rover coordination (Agogino and
Tumer, 2004), faulty device selection problem (Tumer, 2005), packet routing over a data network (Tumer
and Wolpert, 2000, Wolpert et al., 1999), and modeling nongenomic models of early life (Gupta et al.,
2006).
The overall objective of this chapter is to show how agent reward design, coupled with reinforcement
learning agents can be used to alleviate traffc congestion, and show experimental results illustrating
that these methods are both effective and robust to non-compliance (i.e., drivers not following the sug-
gestions of their agents). In Section 2 we discuss the properties agent rewards need to have and present
a particular example of agent reward. In Sections 3.1 and 3.2 we present the departure coordination
problem. The results in this domain show that total traffc delays can be improved signifcantly when
agents use the difference reward. In Section 3.3 we present the lane selection problem. The results in this
domain show that traffc congestion can be reduced by over 30% when agents use the difference reward.
In Section 3.4, we investigate how the system performance degrades when the percentage of drivers
who do not follow the advice of their agents increases from 0 to 100 %, a critical issue for the adoption
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Traffc Congestion Management as a Learning Agent Coordination Problem
of any new traffc algorithm. Finally, in Section 4 we discuss the implication of these results, discuss
methods by which they can be applied in the traffc domain, and highlight future research directions.
2. BACKGROUND
In this chapter we propose modeling cars as agents that individually try to maximize a reward through
a reinforcement learning process. The types of rewards the agents receive depend on our goals for the
system and our approach to system. While in some cases all the agents will get the same reward, in
general an agent will get a reward unique to the agent. Finding appropriate rewards that will entice
agents take actions towards a collective goal is critical to the success of this method.
More formally we are modeling traffc congestion management as a multi-agent systems where each
agent, i, tries to maximize its reward function giz, where z depends on the joint move of all agents.
Furthermore, there is a system reward function, G(z) which rates the performance of the full system.
To distinguish states that are impacted by actions of agent i, we decompose
2
z into z=z
i
+z
i
, where z
i

refers to the parts of z that are dependent on the actions of i, and z
i
refers to the components of z that
do not depend on the actions of agent i.
2.1 Properties of Reward Functions
For learning agents to be able to perform effectively in a multi-agent system it is critical that the rewards
have two properties:
rewards are aligned with the overall goal.
rewards are sensitive to the agents actions.
First, the agent rewards have to be aligned with respect to G, quantifying the concept that an action
taken by an agent that improves its own reward also improves the system reward. Formally, for systems
with discrete states, the degree of factoredness for a given reward function g
i
is defned as:
(1)
F
g
i
=

z

z'
u[(g
i
(z)g
i
(z')) (G(z)G(z'))]

z

z'
1

for all z such that z
i
=z
i
and where u[x] is the unit step function, equal to 1 if x>0, and zero otherwise.
Intuitively, the higher the degree of factoredness between two rewards, the more likely it is that a change
of state will have the same impact on the two rewards. A system is fully factored when F
g
i
=1.
Second, an agents reward has to be sensitive to its own actions and insensitive to actions of others.
Formally we can quantify the learnability of reward g
i
, for agent i at z:
(2)

i,g
i
(z)=
E
z
i
'
[|g
i
(z)g
i
(z
i
+z
i
')|]
E
z
i
'
[|g
i
(z)g
i
(z
i
'+z
i
)|]

265
Traffc Congestion Management as a Learning Agent Coordination Problem
where E[] is the expectation operator, z
i
s are alternative actions of agent i at z, and z
i
s are alternative
joint actions of all agents other than i. Intuitively, learnability provides the ratio of the expected value of
gi over variations in agent is actions to the expected value of gi over variations in the actions of agents
other than i. So at a given state z, the higher the learnability, the more giz depends on the move of agent
i, i.e., the better the associated signal-to-noise ratio for i. Higher learnability means it is easier for i to
achieve large values of its reward.
In the domain of congestion management a reward with the frst property means that actions that
help reduce the overall congestion are rewarded. This is in contrast to a greedy reward, which may
reward actions taken that help an individual driver, but actually cause overall congestion to increase.
However, in general, this property isnt suffcient since it does not concern itself with whether the agents
can actually maximize their own reward. Consider the extreme example of a driver only being rewarded
with a good or bad score depending on the traffc report at the end of the day summarizing the
days congestion. While this reward is aligned with our overall goal of reducing congestion, if there are
thousands (if not millions) of drivers, a driver would not be able to see the effect of his/her individual
actions on this reward. Instead we need rewards that balance being aligned with our goal while being
sensitive to the drivers actions, so that the drivers can effectively learn to maximize their rewards.
2.2 Difference Reward Functions
Let us now focus on providing agent rewards that are both high factoredness and high learnability.
Consider the difference reward (Wolpert and Tumer, 2001), which is of the form:
D
i
G(z)G(z
i
+c
i
)

(3)
where z
i
contains all the states on which agent i has no effect, and c
i
is a fxed vector. In other words,
all the components of z that are affected by agent i are replaced with the fxed vector c
i
. Such difference
reward functions are fully factored no matter what the choice of c
i
, because the second term does not
depend on is states (Wolpert and Tumer, 2001). Furthermore, they usually have far better learnability
than does a system reward function, because the second term of D removes some of the effect of other
agents (i.e., noise) from is reward function. In many situations it is possible to use a c
i
that is equiva-
lent to taking agent i out of the system. Intuitively this causes the second term of the difference reward
function to evaluate the value of the system without i and therefore D evaluates the agents contribution
to the system reward.
The difference reward can be applied to any linear or non-linear system reward function. However, its
effectiveness is dependent on the domain and the interaction among the agent reward functions. At best,
it fully cancels the effect of all other agents. At worst, it reduces to the system reward function, unable
to remove any terms (e.g., when z
i
is empty, meaning that agent i effects all states). In most real world
applications, it falls somewhere in between, and has been successfully used in many domains includ-
ing agent coordination, satellite control, data routing, job scheduling and congestion games (Agogino
and Tumer, 2004, Tumer and Wolpert, 2000, Wolpert and Tumer, 2001). Also note that computationally
the difference reward is often easier to compute than the system reward function (Tumer and Wolpert,
2000). Indeed in the problem presented in this chapter, for agent i, D
i
is easier to compute than G is (see
details in Section 3.1.1).
266
Traffc Congestion Management as a Learning Agent Coordination Problem
2.3 Reward Maximization
In this chapter we assume that each agent maximize its own reward using its own reinforcement learner
(though alternatives such as evolving neuro-controllers are also effective (Agogino and Tumer, 2004)). In
this paradigm, an agent will take an action based on a policy and will then receive a reward evaluating
its action. The agent will then use this reward to update its action policy. For complex delayed-reward
problems, relatively sophisticated reinforcement learning systems such as temporal difference may have
to be used. However, the traffc domain modeled in this chapter only needs to utilize immediate rewards,
therefore a simple table-based immediate reward reinforcement learning is used. Our reinforcement
learner is equivalent to an -greedy with a discount rate of 0. At every episode an agent takes an action
and then receives a reward evaluating that action. After taking action a and receiving reward R a driver
updates its table as follows:
Q(a)(1)Q(a)+R
where is the learning rate. At every time step the driver chooses the action with the highest table value
with probability 1 and chooses a random action with probability . In the experiments described in the
following section, is equal to 0.5 and is equal to 0.05. The parameters were chosen experimentally,
though system performance was not overly sensitive to these parameters.
3. EXPERIMENTS
To test the effectiveness of our rewards in the traffc congestion domain, we performed experiments
using two abstract traffc models. In the frst model each agent has to select a time slot to start its drive.
In this model we explore both simple and cascading traffc fow. With non-cascading fow, drivers enter
and exit the same time slot, while with cascading fow, drivers stuck in a time slot with too many other
drivers stay on the road for future time slots.
In the second model, instead of choosing time slots, drivers choose lanes. This model differs from
the time-slot model in that different lanes may also have different capacities (for example because of
carpool restrictions). In this model we also use a slightly different objective function that seeks to avoid
congestion, in contrast to maximizing throughput.
Between these models we performed six sets of experiments as follows:
1. Departure time selection for simple traffc fow model:
(a) Single peak congestion - Heavy congestion peaks around a single time slot.
(b) Double peak congestion - Heavy congestion peaks around two time slots.
(c) Non-Symmetric congestion - Congestion progressively increases with time.
2. Departure time selection for cascading congestion for single peak congestion.
3. Lane Selection - Drivers reduce congestion using lane selection model.
4. Driver compliance - Test ability of learning agents to reduce congestion when some of the drivers
are taking random actions instead of trying to reduce congestion.
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Traffc Congestion Management as a Learning Agent Coordination Problem
3.1 Departure Time Selection
In the traffc congestion model we frst explore, there is a fxed set of drivers, and the task of the agents
is to fnd the time slot in which their drivers start their commutes. The system performance is measured
from the perspective of a city manager (as opposed to a social welfare function based on the intrinsic
rewards of the drivers) that directly measures a system wide performance criteria. To highlight this,
we will denote the system level function of the City Manager by (dubbed G in the previous section) by
S(CM):
G=S(CM)=
t
w
t
S(k
t
) .
(4)
where weights wt model rush-hour scenarios where different time slots have different desirabilities, and
S(k) is a time slot reward, depending on the number of agents that chose to depart in the time slot:
S(k)=


ke
1
if k c
k e
-k/c
otherwise
,
(5)
The number of drivers in the time slot is given by k, and the optimal capacity of the time slot is given
by c. Below an optimal capacity value c, the reward of the time slot increases linearly with the number
of drivers. When the number of drivers is above the optimal capacity level, the value of the time slot
decreases quickly (asymptotically exponential) with the number of drivers. This reward models how
drivers do not particularly care how much traffc is on a road until it is congested. This function is shown
in Figure 2. In this problem, the task of the system designer is to have the agents choose time slots that
help maximize the system reward. To that end, agents have to balance the beneft of going at preferred
time slots with the congestion at those time slots.

3.1.1 Driver Rewards
While as a system designer our goal is to maximize the system reward, we have each individual agent
try to maximize a driver-specifc reward that we select. The agents maximize their rewards through
Figure 2. Reward of time slot with c=30
268
Traffc Congestion Management as a Learning Agent Coordination Problem
reinforcement learning, where they learn to choose time slots that have expected high reward. In these
experiments, we evaluate the effectiveness of three different rewards. The frst reward is simply the
system reward G=S(CM), where each agent tries to maximize the system reward directly. The second
reward is a local reward, L-k/c
i
where each agent tries to maximize a reward based on the time slot it
selected:
L
i
(k)=w
i
S(k
i
) (6)
where k
i
is the number of drivers in the time slot chosen by driver i. The fnal reward is the difference
reward, D:
D
i
= G(k)G(k
i
)

=

j
L
j
(k)
j
L
j
(k
i
)

= L
i
(k)L
i
(k
i
)
= w
i
k
i
S(k
i
)w
i
(k
i
1)S(k
i
1) ,
where k
i
represents the driver counts when driver i is taken out of the system. Note that since taking
away driver i only affects one time slot, all of the terms but one cancel out, making the difference reward
simpler to compute than the system reward.
3.1.2 Single Peak Congestion Results
In this set of experiments there were 500 drivers, and the optimal capacity of each time slot was 125.
Furthermore, the weighting vector was centered at the most desirable time slot (e.g., 5 PM departures),
simulating a single peak congestion:
w =[1 5 10 15 20 15 10 5 1]
T
.
This weighting vector refects a preference for starting a commute at the end of the workday with
the desirability of a time slot decreasing for earlier and later times. All performance plots refect agent
daily agent learning (the time step is one day, in that each day the agents make new choices).
This experiment shows that drivers using the difference reward are able to quickly obtain near-optimal
system performance (see Figure 3). In contrast, drivers that try to directly maximize the system reward
do not learn at all and never achieve good performance during the time-frame of the experiment. This
lack of learning is a result of the system reward having low learnability to the agents actions. Even if
a driver were to take a system wide coordinated action, it is likely that some of the 499 other drivers
would take uncoordinated actions at the same time, lowering the value of the system reward. A driver
using the system reward typically does not get proper credit assignment for its actions, since the reward
is dominated by other drivers.
269
Traffc Congestion Management as a Learning Agent Coordination Problem
The experiment where drivers are using L (a non-factored local reward) exhibit some interesting
performance properties. At frst these drivers learn to improve the system reward. However, after about
episode seventy their performance starts to decline. Figure 4 gives greater insight into this phenomenon.
At the beginning of the experiment, the drivers are randomly distributed among time slots, resulting
in a low reward. Later in training agents begin to learn to use the time slots that have the most beneft.
When the number of drivers reach near optimal values for those time slots, the system reward is high.
However, all agents in the system covet those time slots and more agents start to select the desirable
time slots. This causes congestion and system reward starts to decline. This performance characteris-
tics is typical of system with agent rewards of low factoredness. In such a case, agents attempting to
maximize their own rewards lead to undesirable system behavior. In contrast, because their rewards
are factored with the system reward, agents using the difference reward form a distribution that more
closely matches the optimal distribution (Figure 4).

3.1.3 Double Peak Congestion Results
In many situations, there are multiple desirable departure times, resulting in multi-modal peak departure
distribution. To verify that the performance obtained in the previous section was not due to the weight
vector, we investigated the agent response to a weight profle that provided double peaks:
w=[1 10 20 10 1 10 20 10 1]
T
Figures 5 and 6 show performance for the double peak weight vector, along with the histograms of
slot counts for agents using the local reward (over time) and all rewards (at the end of the simulation),
respectively. In this case, because the problem was more diffcult and required some degree of coor-
dination from the starting point, the performance of the local reward never reached the performance
Figure 3. Performance on departure time selection problem with single peak congestion. In this and
all subsequent fgures, we present local (L), Difference (D) and System (S) rewards based on the City
Manager (CM) perspective. Drivers using difference reward quickly learn to achieve near optimal
performance (1.0). Drivers using system reward do not learn at all. Drivers using non-factored local
reward slowly learn counterproductive actions.
270
Traffc Congestion Management as a Learning Agent Coordination Problem
Figure 4. Slot distributions for single peak congestion: (a) Distribution of drivers using local reward.
Early in training drivers learn good policies. Later in learning, the maximization of local reward causes
drivers to over utilize high valued time slots. (b) Distribution of drivers at end of training for all three
rewards. Drivers using difference reward form distribution that is closer to optimal than drivers using
system of local rewards.

Figure 5. Performance on Departure Time Selection Problem with double peak congestion. Drivers using
difference reward quickly learn to achieve near optimal performance (1.0). Drivers using system reward
do not learn at all. Drivers using non-factored local reward quickly learn counterproductive actions.
of the difference reward. However, the same performance drop is observed in this case, where agents
pursuing the local reward start a decline that leads them to very poor solutions. This can be seen in
Figure 6(a) where the local reward never fnds the good distribution found by the difference reward
in Figure 6(b). In contrast, the agents using the difference reward were not affected by the diffculty of
the problem and reached a good solution in very few training steps.

3.1.4 Non-Symmetric Congestion Results
Finally, we explored the performance of the various rewards functions for a non-symmetric weight
distribution:
271
Traffc Congestion Management as a Learning Agent Coordination Problem
w=[1 1 2 3 5 8 13 21 34]
T
Figures 7 and 8 show performance for the non-symmetric weight vector, along with the histograms
of slot counts for agents using the local reward (over time) and all rewards (at the end of the simulation),
respectively. It is clear from this (and the double peak experiment) that the initial, single peak weights
were more favorable to agents using the local reward than to agents using either the difference reward
or the full system reward. In these two diffcult cases, agents using the local reward never reach the
performance of the difference reward, and their drop in performance begins almost immediately. In
contrast, the original single peak environment had yielded improved performance for a longer time
period before succumbing to clustering effects.

Figure 6. Slot distributions for double peak congestion: (a) Distribution of Drivers using Local Reward.
where The maximization of local reward causes drivers to quickly start to over utilize high valued time
slots. (b) Distribution of Drivers at end of Training for all three rewards. Drivers using difference reward
form near optimal distribution.

Figure 7. Performance on departure time selection problem with non-symmetric congestion. Drivers
using difference reward quickly learn to achieve near optimal performance (1.0). Drivers using system
reward do not learn at all. Drivers using non-factored local reward quickly learn counterproductive
actions.
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Traffc Congestion Management as a Learning Agent Coordination Problem
3.2 Cascading Traffc for Departure Time Selection
The previous model assumes that drivers enter and leave the same time slot. Here we introduce a more
complex model, where drivers remain in the system longer when it is congested. This property is mod-
eled by having drivers over the optimal capacity, c stay in the system until they reach a time slot with a
traffc level below c. When the number of drivers in a time slot is less than c the reward for a time slot
is the same as before. When the number of drivers is above c the linear term k is replaced with c:
S(k)=


ke
1
if kc
c e
-k/c
otherwise (7)
As before the system reward is a sum of the time slot rewards:
G=
t
S(k
t
)
.
3.2.1 Driver Rewards
Again the local reward is the weighted time slot reward:
L
i
=w
i
S(k
i
) (8)
where k
i
is the number of drivers in the time slot chosen by driver i. However the difference reward is
more diffcult to simplify as the actions of a driver can have infuence over several time slots:
D
i
= G(k)G(k
i
)
=
j
w
j
S(k
j
)
j
w
j
S(k
i
j
) ,

Figure 8. Slot distributions for non-symmetric congestion: (a) Distribution of Drivers using Local Re-
ward. The maximization of local reward causes drivers to quickly start to over utilize high valued time
slots. (b) Distribution of Drivers at end of Training for all three rewards. Drivers using difference reward
form distribution that is closer to optimal than drivers using system of local rewards.

273
Traffc Congestion Management as a Learning Agent Coordination Problem
where k
i
j
is the number of drivers there would have been in time slot j had driver i not been in the
system.
3.2.2 Results
Figure 9 shows the results for cascading traffc model for the single peak weight vector given by w=[1
5 10 15 20 15 10 5 1]
T
. As previously, there are 500 drivers and time slot capacities are 125. Drivers us-
ing the different rewards exhibit similar characteristics on this model than on the non-cascading one.
Again drivers using the system reward are unable to improve their performance signifcantly beyond
their initial random performance.
In this model drivers using the local reward perform worse than in the simple cascading model
(Results in Figure 3) once they become profcient at maximizing their own reward. This is because bad
choices have longer lasting impact in this model. As a result, when drivers using the local reward cause
congestion for their time slots, the congestion cascades as drivers spill into future time slots causing a
signifcant decrease in performance. The performance of the three different rewards for the double peak
and non-symmetric weight vectors are similar to those obtained in Sections 3.1.3 and 3.1.4, in that the
local rewards degrade faster than for the single peak vector. We omit the details of those experiments
for brevity, as they do not provide additional insight into agent behavior.
3.3 Lane Selection Congestion Model
In this model instead of selecting time slots, drivers select lanes. The main difference in this model is
the functional form of the reward for a lane as shown in Figure 10. In this model the objective is to keep
the lanes uncongested. The system reward does not care how many drivers are on a particular lane as
long as that lane is below its congestion point. Each lane has a different weight representing overall
driver preference for a lane. Furthermore, each lane has its own capacity, modeling the realities that
some lanes having more restrictions such as tolls and/or carpools.
Figure 9. Performance on cascading departure time selection problem. In this domain drivers above the
capacity in one time slot remain in system in future time slots. Drivers using difference reward quickly
learn to achieve near optimal performance (1.0).
274
Traffc Congestion Management as a Learning Agent Coordination Problem
In this model the reward for an individual lane is:
S
Lane
(k,c)=


e
1
ifkc
e
-k/c
otherwise

(9)
The system reward is then the sum of all lane rewards weighted by the value of the lane.
G=
i
w
i
S
Lane
(k
i
,c
i
) ,
(10)
where wi is the weighting for lane i and c
i
is the capacity for lane i.
3.3.1 Driver Rewards
Again three rewards were tested: the system reward, the local reward and the difference reward. The
local reward is the weighted reward for a single lane:
L
i
=w
i
S
Lane
(k
i
,c
i
) .
(11)
The fnal reward is the difference reward, D:
Di = G(k)G(k
i
)
= L
i
(k)L
i
(k
i
)
=
w
i
S
Lane
(k
i
,c
i
)w
i
S
Lane
(k
i
1,c
i
) ,
Figure 10. Reward of Road with c=30
275
Traffc Congestion Management as a Learning Agent Coordination Problem
representing the difference between the actual system reward and what the system reward would have
been if the driver had not been in the system.

3.3.2 Results
Here we show the results of experiments where we test performance of the three rewards in the multi-lane
model, where different lanes have different value weightings and different capacities. There were 500
drivers in these experiments and the lane capacities were 167, 83, 33, 17, 9, 17, 33, 83, 167. Each lane is
weighted with the weights 1, 5, 10, 1, 5, 10, 1, 5, 10. Figure 11 shows that drivers using the system reward
perform poorly, and learn slowly. Again drivers using the difference reward perform the best, learning
quickly to achieve an almost optimal solution. Drivers using the local reward learn more quickly early
in training than drivers using the system reward, but never achieve as high as performance as those
using the difference reward. However in this domain the drivers using the local reward do not degrade
from their maximal performance, but instead enter a steady state that is signifcantly below that of the
drivers using the difference reward.
3.4 Non-Compliant Drivers
All the pervious experiments presented in this chapter have assumed that all the drivers are actively
participating in the learning system. However in most real-world situations this will not happen. In many
traffc scenarios it may be only possible to convince some of the drivers to participate in a particular
scheme. In addition even if all the drivers agree participate, due to various information/sensing limita-
tions, some of the drivers may not be able to. To test this situation we conducted a set of experiments
where a certain percentage of drivers did not participate in the learning paradigm. Instead they took
random actions.
The results (Figure 12) show that the proposed paradigm is robust even when a moderate amount
of drivers are non-compliant. As before, drivers using the system reward perform uniformly poorly.
Interestingly drivers using the local reward actually can improve their performance when the number
Figure 11. Performance on domain with multiple lanes. Best observed performance = 1.0 (optimal not
calculated)
276
Traffc Congestion Management as a Learning Agent Coordination Problem
of non-compliant drivers increases. This is not surprising since the drivers using local rewards where
actually learning how to make counter productive actions. When noise is added to the system in the
form of non-compliant drivers, the drivers using the local reward were less able to learn these counter
productive actions.
Finally, drivers using the difference reward perform better when more drivers conform, but their
performance degrades gracefully with the number of non-compliant drivers. This is a key result that
implies such a system can be implemented in stages with improvements acting as advertising to entice
others to participate in the system.
4. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
This chapter presented a method for improving congestion in two different traffc problems. First we
presented a method by which agents can coordinate the departure times of drivers in order to alleviate
spiking at peak traffc times, demonstrating its effectiveness in two similar congestion models. Second
we showed that agents can manage effective lane selection and signifcantly reduce congestion by using
a reward structure that penalizes greedily seeking the lanes with high capacity.
These results are based on agents receiving rewards that have high factoredness and high learnability
(i.e., are both aligned with the system reward and are as sensitive as possible to changes in the reward
of each agent). In these experiments, agents using difference rewards produced near optimal perfor-
mance (93-96% of optimal). Agents using system rewards (63-68%) performed comparably to random
action selection (62-64%), and agents using local rewards (48-72%) provided performance ranging from
mediocre to worse than random in the instances when their own interests did not align with the system
reward (i.e., city managers reward).
Finally, one issue that arises in traffc problems that does not arise in many other domains (e.g., rover
coordination) is in ensuring that drivers follow the advice of their agents. We showed that the system is
Figure 12. Performance on time selection problem with non-compliant drivers. With a moderate number
of non-compliant drivers difference reward still performs well.
277
Traffc Congestion Management as a Learning Agent Coordination Problem
robust when a large number of drivers do not participate in the optimization system. A related problem
also arises when the city managers system reward is at odds with a social welfare function based on
timeliness desires of the drivers. Determining what incentives to provide to the agents so that these two
seemingly different objectives can be simultaneously maximized is a critical problem that has recently
been investigated (Tumer et al., 2008), but bears further study.
However, in this chapter, we did not address the issue of what drivers do when it is not in their inter-
est to follow the advice of their agents. The purpose of this chapter was to show that solutions to the
diffcult traffc congestion problem can be addressed in a distributed adaptive manner using intelligent
agents. Ensuring that drivers follow the advice of their agents is a fundamentally different problem.
One can expect that drivers will notice that the departure times/lanes suggested by their agents provide
signifcant improvement over their regular patterns. However, as formulated, there are no mechanisms
for ensuring that a driver does not gain an advantage by ignoring the advice of his or her agent. Future
work includes investigating this issue, exploring the alignment/mismatch between a city managers
utility and a social welfare reward based on the agents intrinsic rewards and verifying these results in
a traffc simulator.
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280
Chapter XIII
Exploring the Potential
of Multiagent Learning for
Autonomous Intersection
Control
Matteo Vasirani
University Rey Juan Carlos, Spain
Sascha Ossowski
University Rey Juan Carlos, Spain
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
The problem of advanced intersection control is being discovered as a promising application feld for
multiagent technology. In this context, drivers interact autonomously with a coordination facility that
controls the traffc fow through an intersection, with the aim of avoiding collisions and minimizing
delays. This is particularly interesting in the case of autonomous vehicles that are controlled entirely by
agents, a scenario that will become possible in the near future. In this chapter, the authors seize the op-
portunities of multiagent learning offered by such a scenario, by introducing a coordination mechanism
where teams of agents coordinate their velocities when approaching the intersection in a decentralized
way. They show that this approach enables the agents to improve the intersection effciency, by reducing
the average travel time and so contributing to alleviate traffc congestions.
INTRODUCTION
Traffc congestion is a costly problem in all developed countries. Many human-centered instruments and
solutions (e.g. message signs, temporary lane closings, speed limit changes), are deployed in highways
281
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
and roads in order to speed up the traffc fow. Nevertheless, in line with the recent advances of com-
puterized infrastructures, the problem of road traffc management is being discovered as a promising
application feld for multiagent technology (Klgl, 2005). Multiagent systems (MAS) are the ideal can-
didates for the implementation of road traffc management systems, due to the intrinsically distributed
nature of traffc-related problems.
In this context, the problem of advanced intersection control, where drivers interact autonomously
with a coordination facility that controls the traffc fow through an intersection so as to avoid collisions
while minimizing delays, is receiving more and more attention.
In (Dresner, 2004) is introduced a reservation-based system in which vehicles request an intersec-
tion manager to reserve the necessary time slots during which they may pass through the intersection.
This work opens many possibilities for multiagent learning, with the goal of improving the effciency
of intersections.
In this chapter, we present a coordination mechanism based on Probability Collectives (PC) (Wolpert,
2004). With such an approach, teams of agents coordinate their velocities during their approximation
to the intersection in a decentralized way, with the aim of reducing the average travel time by making
better, non-conficting, reservations.
RESERVATION-BASED INTERSECTION CONTROL
In the chapter by Dresner et al. in this book, a reservation-based system for intersection control is pro-
posed. In such system, an intersection manager is responsible for managing the vehicles that want to pass
through the intersection, by assigning the necessary time slots, while the driver agents are responsible
for controlling the vehicles to which they are assigned.
A driver agent, when approaching the intersection, calls ahead the intersection manager and requests
a reservation of space and time in the intersection, providing all the necessary information to simulate
the vehicle journey through the intersection (vehicle ID, vehicle size, arrival time, arrival velocity, type
of turn, arrival lane, arrival road segment,).
If the request is confrmed by the intersection manager, the driver agent stores the reservation details
and tries to meet them. Otherwise, it slows down and makes another request at a later time.
The reservation system offers many opportunities for improving the effciency of intersection, by
incorporating learning mechanisms in the agents (Dresner, 2006). For example, since the intersection
manager serves the requests in a frst-come-frst-served fashion, it is possible to relax this constraint
and allow the intersection manager to respond to the requests at a later time. In this way the intersec-
tion manager can evaluate more competing requests at the same time and make a more well-informed
decision.
While the learning opportunities for the intersection manager are of the form of single agent learning,
the very multiagent learning opportunities reside in the driver agents. In the current implementation,
driver agents must estimate the arrival time at the intersection, the arrival velocity, the arrival lane
without communication nor coordination with the other driver agents; each agent makes its request on
the basis of its actual velocity, and, if the request is rejected, the driver slows down and tries again. On
the other hand, by letting the agents form teams and coordinate their actions, we provide them with
more information that they use to make decisions.
282
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
Agent Model
We assume that every driver agent wants to keep a preferred velocity during its journey. We also as-
sume that when a vehicle starts to commute in a lane of a road segment, it cannot change it during the
approach to the intersection
1
. In this way, if the front vehicle proceeds at a lower velocity, the following
vehicle is obliged to slow down. Furthermore, as demonstrated in (Dresner, 2005), it is not convenient
that the driver agents could turn from any lane, so turning right (left) is only possible from the rightmost
(leftmost) lane of a road segment.
The actions that a driver agent can autonomously take are related to the velocity at which it crosses
the intersection. In particular, an agent could set its velocity to a value in the (discretized) interval
[1,preferredVelocity].
So, for the generic driver agent a
i
, the variable x
i
that defnes its action is x
i
= <vehicleID, direction,
lane, turn, arrivalTimeAtIntersection, arrivalVelocityAtIntersection>. The feld arrivalTimeAtIntersec-
tion is implicitly set by the specifc arrivalVelocityAtIntersection, while the felds vehicleID, direction,
lane and turn are constant parameters.
We assume that there are no misunderstandings regarding the ontology that describes the geomet-
ric confguration of the intersection, e.g. the lane 3 along the North direction corresponds to the same
physical lane for every vehicle.
LEARNING TO COORDINATE
Global Objective
To improve the effciency of the intersection, we take the perspective of a system designer, whose goal is
minimizing the travel time of the vehicles. The agent decision making (i.e. when and at which velocity
crossing the intersection) affects each other travel time, since they compete for the common resource
(i.e. the space in the intersection). So the travel time for the generic driver agent a
i
depends not only on
its velocity, but also on the conficts that may occur among different requests.
Let C be a set of driver agents, C = {a
1
, a
2
, ..., a
n
}. Each agent can take an action of the form defned
in the previous section. So, the vector x = <x
1
, x
2
, ..., x
n
> defnes the joint action of this set of agents. A
possible function
2
that rates how good a joint action is, from the system designer perspective, is
Equation 1. Global objective
where P(x) is the number of collisions resulting from the full joint action x, and D(x) is the time spent
by the agents to cross the intersection. We remark that a generic joint action x contains all the necessary
information to simulate the agent journeys through the intersection, so that is possible to calculate the
number of conficts among them as well as the total travel time.
Agent Private Utility
The multiagent learning challenge here is making the agents learn to act in an environment that is not
merely a black-box that produces a reward for every action taken by the agent, but it is actually com-
283
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
posed of other learning agents, i.e. the reward that an agent receives for its actions depends also on the
actions of other agents. So there is a strict relation between the private utility function of a single agent
and the global objective of the system.
A recent advance in this direction is that proposed by the COllective INtelligence (COIN) (Wolpert,
1999a; Wolpert, 1999b; Wolpert, 2001) framework. The aim of COIN is studying the the relation between
the global objective and the private utility functions of the learning agent situated in a multiagent environ-
ment. COIN introduced the concepts of factoredness and learnability of an agent private utility function.
A private utility function g
i
is meant to be factored if it is aligned with the global utility G, i.e. if the
private utility increases, the global utility does the same. Furthermore, it has to be easily learnable, i.e.
it must enable the agent to distinguish its contribution to the global utility from that of the other agents.
For example, the Team Games Utility, TGU
i
(x) =G(x), is trivially aligned, but is poorly learnable. If
for example agent a
i
takes an action that actually improves the global utility, while all the other agents
take actions that worsen the global utility, agent a
i
wrongly believes that its action was bad.
Better results have been obtained (Wolpert, 2001) with the Difference Utility (DU), defned as fol-
lows:
Equation 2. Difference utility
where x is the joint action of the collective, G(x) is the global utility derived from such joint action, and
G(CL
i
(x)) virtual joint action formed by replacing with a constant factor c all the components of x
affected by agent a
i
. If this constant is , i.e. the null action, the DU is equivalent to the global utility
minus the global utility that would have arisen if the agent a
i
had been removed from the system.
Such an utility function is aligned with the global utility; in fact, since the second term in Equa-
tion 2 does not depend on the action taken by agent a
i
, any action that improves DU
i
also improves the
global utility G(x). Furthermore, it is more learnable than TGU because, by removing agent a
i
from the
dynamics of the system, it provides a clearer signal to agent a
i
.
In the case of intersection control, the driver agent computes the DU
i
(x) as follows:
where CL
i
(x) = < x
1
,, x
i-1
, x
i+1
,...,x
n
>
Probability Collectives (PC)
Once the agents in a collective have been provided with well-designed private utility functions, many
methods are available for supporting the agent decision making, such as reinforcement learning (Sutton,
1998). In this paper we draw upon a novel method called Probability Collectives (PC) (Wolpert, 2004),
which has been developed within the COIN framework, for the agent decision making. PC replaces the
search in the space of actions with the search in the space of probability distributions over those actions.
In other words, PC aims at learning the agent decision strategies that maximize the global objective.
Formally, let C = {a
1
, a
2
, ..., a
n
} be a collective of n agents. Each agent a
i
can take an action by setting
its action variable x
i
, which can take on fnite number of values from the set X
i
. So these |X
i
| possible
values constitute the action space of the agent a
i
. The variable of the joint set of n agents describing the
collective action is x = <x
1
, x
2
, ..., x
n
> X, with X = X
1
X
2
... X
n
.
284
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
Given that each agent has a probability distribution (i.e. mixed strategy in game theory sense) over
its possible actions, q
i
(x
i
), the goal of PC is to induce a product distribution q = q
i
(x
i
) that is highly
peaked around the x that maximize the objective function of the problem, and then obtaining the op-
timized solution x by sampling q.
The main result of PC is that the best estimation of the distribution q
i
that generates the highest
expected utility values is the minimizer
3
of the Maxent Lagrangian (one for each agent):
Equation 3. Maxent Lagrangian
where q
i
is the agent probability distribution over the actions of agent a
i
; g
i
(x) is the agent a
i
private
utility function (e.g. the Difference Utility defned in equation 2), which maps a joint action into the real
numbers; the term is the expected utility value for agent a
i
, subjected to its action and the
actions of all the agents other than a
i
; S(q
i
) is the Shannon entropy associated with the distribution q
i
,
S(q
i
) = ) ln[ )]; T is an inverse Lagrangian multiplier, which can be treated as a tem-
perature: high temperature implies high uncertainty, i.e. exploration, while low temperature implies
low uncertainty, i.e. exploitation.
Since the Maxent Lagrangian is a real valued function of a real valued vector, it is possible to use
gradient descent or Newton methods for its minimization. Using Newton methods, the following update
rule is obtained:
Equation 4. Nearest Newton update
where E
q
[g
i
] is the expected utility, E
q
[g
i
| x
i
] is the expected utility associated with each of the agent a
i
s
possible actions, and is the update step. Equation 4 shows how the agents should modify their distribu-
tions in order to jointly implement a step in the steepest descent direction of the Maxent Lagrangian.
Since at any time step t, an agent might not know the other agents distributions, in this case it wouldnt
be able to evaluate any expected value of g
i
, because they depend on the full probability distribution q.
Those expectation values can be estimated by repeated Monte Carlo sampling of the distribution q to
produce a set of (x;g
i
(x)) pairs. Each agent a
i
then uses these pairs to estimate the values E
q
[g
i
| x
i
], for
example by uniform averaging of the g
i
values in the samples associated with each possible action.
PC for Intersection Control
PC is a broad framework for the analysis, control and optimization of distributed systems that offers
new approaches to problems. Nevertheless, in order to be actually instantiated in a particular domain,
several design decisions must be made.
Since the entire framework is based on the Monte Carlo-based estimation of the product distribution
that maximizes the global objective, it is necessary to have a communication structure that enables to
build the set of sampled joint actions. For example in (Waldock, 2007) such a set is constructed using a
token-ring message passing architecture. In this work, we opted for letting the agents asynchronously
request the other agents in the collective to sample their distributions. Then each agent constructs locally
its set of sampled joint actions and uses them to update its distribution with equation 4. We assume that
285
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
the agents truthfully sample their distributions without manipulation, even if investigating how an agent
can exploit the coordination mechanism for its purposes deserves a further analysis.
Another design decision is the setting of the initial temperature T and the initial probability distribu-
tion q
i
. The initial temperature usually depends on the particular domain, because its order of magni-
tude is strictly related with the expected utility values (see Equation 4). In our experiments we set the
initial temperature to 1. On the other hand, the initial probability distribution q
i
is usually initialized
with the maximum entropy distribution, i.e. the uniform distribution over the action space X
i
. In this
way we dont make any assumptions about the desirability of a particular action and all the actions are
equiprobable.
Usually, the Lagrangian minimization proceeds as follows: for a given temperature T, the agents
jointly implement a step in the steepest descent direction of the Maxent Lagrangian using Equation
4. Then the temperature is slightly reduced, and the process continues, until a minimum temperature
is reached. The annealing schedule we implemented was geometrically reducing the temperature T as
long as a driver agent approaches the point after which it is obliged to send a request to the intersection
manager. When a driver agent arrives at that point, it evaluates the action with the highest probability,
sets its velocity accordingly and makes a reservation request with the given velocity.
Algorithm in table 1 sketches the algorithmic structure of an agent program that implements PC for
the intersection control problem. The algorithm starts initializing the temperature T and the probability
distribution q
i
(line 01 and 02). The main loop controls the annealing schedule of the temperature T
(line 09), until the driver agents reaches the minimum distance to the intersection (line 03).
The minimization of L
i
for a fxed temperature is accomplished by repeatedly determining all the
conditional expected values E
q
[g
i
| x
i
] (line 06) and then using these values to update the distribution
(line 07). Such values are obtained by requesting samples to the agents in the collective (line 04) and
storing them when they are received (line 10), in order to have an estimation of the entire distribution
q. At the end of the algorithm, agent a
i
selects its best action by sampling the distribution q
i
or di-
Table 1. PC Algorithm for intersection control
01: T 1
02: q
i
uni f or mDi st r i but i on
03: while mi ni mumdi st ance not r eached do
04: r equest MCsampl es
05: if mnot empt y then
06: ce eval Condi t i onal Expect at i ons( m)
07: q
i
updat eQ( ce)
08: end if
09: T updat eT
10: m st or eI ncomi ngMCSampl es
11: end while
12:
13: x
i
most Pr obabl eAct i on
14: vel oci t y x
i
. ar r i val Vel oci t yAt I nt er sect i on
15: st or e r equest R = < vehi cl eI D, di r ect i on, l ane, t ur n,
ar r i val Ti meAt I nt er sect i on, vel oci t y >

286
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
rectly selecting the action with the highest probability, and then store the request that will be sent to
the intersection manager.
From this point on, the driver agent starts to behave like in the reservation-based scenario (for more
details, see the chapter by Dresner et al.). It sends reservation requests to the intersection manager, until
it receives a confrmation or a refuse message. In the frst case, the driver agent stores the reservation
details and tries to meet them. Otherwise, it decreases its velocity and makes another request in the
next step.
A driver agent is not allowed to cross the intersection with an out-of-date reservation or without
reservation at all. A confrmed reservation goes out-of-date if the agent cannot be at the intersection
at the time specifed in the reservation, due to the traffc conditions. In this case, the driver agent must
cancel the reservation with the intersection manager and make a new one, whose constraints it is able
to meet.
If a driver agent arrives at the intersection without a confrmed and valid reservation, it is obliged
to stop at the intersection. At this point, the driver agent is only allowed to propose reservations for the
time slots in the near future.
EXPERIMENTAL RESULTS
In this section we present the results of the experiments made with a simulator of a 4-ways-3-lanes
intersection (see Figure 1). The metric we used to evaluate the effciency of the intersection was the aver-
age travel time of a set of vehicles. During the simulation, a total of 100 vehicles were generated using
a Poisson distribution where is the number of expected occurrences (i.e. vehicles) in
a given interval. In all the experiments, the parameter is kept fxed, while we progressively reduce
the interval, simulating in this way different (increasing) traffc densities. Each spawned vehicle has a
preferred velocity, whose value is generated randomly using a gaussian distribution with mean 3 and
variance 1, and the maximum allowed velocity was set to 10.
One challenge in the implementation of the coordination mechanism was coping with the extreme
dynamic and asynchronous nature of the system, as well as with the constraints imposed by the real-time.
Furthermore, while in multiagent reinforcement learning it is assumed that in every learning episode the
set of agents remains the same, in this case this assumption does not hold, because the set of learning
agents is created dynamically. Once a driver agent appears in the managed area, its ID is stored by the
road infrastructure. Then the road infrastructure periodically communicates the set of collected IDs to
the agents, in order to create collective of coordinating agents.
Figure 2 shows the average travel time for two different confgurations. In one confguration, each
driver agent communicates exclusively with the intersection manager by making reservation requests
solely on the basis of its knowledge; in the other confguration, the driver agents implement the coor-
dination mechanism before starting making reservation requests. If the traffc density is low, the aver-
age travel time of the two confgurations is approximatively the same. This is reasonable, since when
the traffc density is low, few reservation requests are rejected, so no previous coordination is needed.
Similarly, with high traffc density the average travel time tends to be the same for the two confgura-
tions. Again this is reasonable, because the intersection tends to be saturated by vehicles stopped at the
intersection, waiting for its reservation request to be confrmed. On the other hand, in case of medium
287
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
traffc density, the coordination between drivers reduces the average travel time up to approximately
the 7%, due to a lower number of refused reservations (see Figure 3).
The experimental results suggest that the fact that the intersection manager replies to each request in
a frst-come-frst-served fashion shrinks the possibility of effective coordination among driver agents.
Notwithstanding, there is space for further possible improvements of the agents learning capabilities.
Firstly, the agent action space to act in the environment is quite reduced, since it can only set the velocity
at which it intends to cross the intersection. For example, if there is a confrmed reservation of a very
slow vehicle, which occupies the intersection for many time slots, it is reasonable to think that there is
no way for an approaching agent to make a request that will not be refused, no matter the velocity it
proposes. So, a possible improvement could derive from giving the agents the possibility of changing
its lane.
Furthermore, with the current agent model, a collective of agent searches the product distribution
q to maximize a global utility function G(x). This is a function of the joint action x, and does not take
in consideration external factors (i.e. noise). In the domain of the intersection control, for a given x =
Figure 1. Simulator snapshot
Figure 2. Average travel time
288
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
<x
1
, x
2
, ..., x
n
>, an agent is only able to evaluate the number of conficts that occurs among the x
i
s and
their travel times, by simulating the journey of each agent a
i
through the intersection. If for example
the intersection is saturated due to a crash, or it has been reserved by very slow vehicles, the collec-
tive is not able to react to these events and adjust its collective behaviour, since it does not have such
information.
A way to circumvent this problem is modifying the structure of the global utility as a 2-players game
between the collective and the external world. At each time step, the collective sets its joint action x,
while the world plays y. Such a vector y contains any external information not directly under control of
the collective. Then the global objective G(z) is calculated, as a function of the full vector z = < x, y >.
In the domain of the intersection control, the vector y could contain information about the confrmed
reservations that the intersection manager has in its database. Nevertheless, such noise could have side
effects that eventually worsen the learning rather than improving it.
Another issue that it is worth mentioning is that the multiagent learning performed by the driver
agents comes as a sort of coordination on-the-fy: an agent does not learn from the behaviours of the
other agents that it observes, rather such information is explicitly provided by exchanging samples of
the agents distributions. This setting speeds up the learning, although it has an associated cost for the
communication overhead. To evaluate the expected utility of its actions, E
q
[g
i
| x
i
] (see Equation 4),
an agent uses the samples of the joint distribution q, by using the samples provided by all the agents.
If we remove the communication between agents, the only way for an agent to evaluate the expected
utility E
q
[g
i
| x
i
] is actually executing different actions in several episodes (i.e. crossing the intersection
several times at different velocities), then using the utility values of the different actions it has executed
in these episodes to compute E
q
[g
i
| x
i
] and adapt its mixed strategy q
i
. Within this formalization, no
communication is needed, although the learning process will take much more time.
Figure 3. Refused reservations
289
Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
CONCLUSION
This paper showed that the intersection control problem offers many opportunities for multiagent learning
(Dresner, 2006; Bazzan, 1997; Bazzan, 2005). In particular, we started from the COIN framework for
the defnition of agent private utilities, and we applied Probability Collectives to make the agents learn
to coordinate their action. The preliminary experiments showed some improvements of the intersection
effciency, with a reduction of the average travel time for a given traffc density interval.
Future works includes evaluating the model under different metrics (e.g. delay, congestion, number
of refused reservation), considering different private utility functions and global objectives, as well as
modifying the model so that also external factors (i.e. noise) are taken into account in the decision mak-
ing. More generally, the road traffc management scenario is open to a plethora of interesting research
lines, from the study of cooperative vs competitive agent behaviour, to the impact of malicious
agents that try to exploit the coordination mechanism.
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ARC-IC-99-63. NASA Ames Research Center.
Wolpert, D., Wheeler, K., & Tumer, K. (1999). General principles of learning-based multi-agent systems.
Proceedings of the 3rd Annual Conference on Autonomous Agents (pp. 77-83). ACM Press.
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Exploring the Potential of Multiagent Learning for Autonomous Intersection Control
Wolpert, D., & Tumer, K. (2001). Optimal payoff functions for members of collectives. Advances in
Complex Systems, 4(2/3), 265-279 .
Wolpert, D. (2004). Information theory - the bridge connecting bounded rational game theory and sta-
tistical physics. Understanding Complex Systems (pp. 262-290). Springer-Verlag.
ENDNOTES
1
This is a feature that we plan to remove from the model in the future.
2
It is possible to formulate other objective functions that take in consideration different relation-
ship between collisions and time, as well as including other aspects, such as congestion or lane
changes.
3
Without loss of generality, the global utility function is considered as a cost to be minimized,
by simply fipping the sign of the utility value.
291
Chapter XIV
New Approach to Smooth
Traffc Flow with Route
Information Sharing
Tomohisa Yamashita
National Institute of Advanced Industrial Science and Technology (AIST), Japan
Koichi Kurumatani
National Institute of Advanced Industrial Science and Technology (AIST), Japan
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
With maturation of ubiquitous computing technology, it has become feasible to design new systems to
improve our urban life. In this chapter, the authors introduce a new application for car navigation in a
city. Every car navigation system in operation today has the current position of the vehicle, the destina-
tion, and the currently chosen route to the destination. If vehicles in a city could share this information,
they could use traffc information to improve traffc effciency for each vehicle and the whole system.
Therefore, this chapter proposes a cooperative car navigation system with route information sharing
(RIS). In the RIS system, each vehicle transmits route information (current position, destination, and
route to the destination) to a route information server, which estimates future traffc congestion using
current congestion information and this information and feeds its estimate back to each vehicle. Each
vehicle uses the estimation to re-plan their route. This cycle is then repeated. The authors purpose in this
chapter is to confrm the effectiveness of the proposed cooperative car navigation system with multiagent
simulation. To evaluate the effect of the RIS system, we introduce two indexes; individual incentive and
social acceptability. In theor traffc simulation with three types of road networks, the authors observe
that the average travel time of the drivers using the RIS system is substantially shorter than the time of
other drivers. Moreover, as the number of the RIS drivers increases, the average travel time of all driv-
ers decreases. As a result of simulation, this chapter confrms that a cooperative car navigation system
with the RIS system generally satisfed individual incentive and social acceptability, and had a effect
for the improvement of traffc effciency.
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New Approach to Smooth Traffc Flow with Route Information Sharing
1. INTRODUCTION
With maturation of ubiquitous computing technology, particularly with advances in positioning and
telecommunications systems, we are now in a position to design advanced assist systems for many
aspects of our lives. However, most of the research we have seen to date has focused on aspects of sup-
porting a single person. We believe a mass user support system(Kurumatani, 2004; Kurumatani, 2003)
would have a large impact on society. The new concept would beneft not only society as a whole but
would also beneft individuals. In particular, Nakashima (Nakashima, 2003) and Noda (Noda, 2003)
have focused on technologies that might enhance urban social life, especially transportation support
systems. This chapter reports on our recent multiagent simulation demonstrating the effectiveness of a
new kind of car navigation system.
Many researchers have been trying to design better navigation systems, by examining the variety of
traffc information available (Bazzan, & Klgl, 2005; Bazzan, Fehler, & Klgl, 2006; Klgl, Bazzan, &
Wahle, 2003; Shiose, Onitsuka, & Taura, 2001). However, previous research efforts have revealed that
individually optimizing performance with only traffc congestion information is diffcult (Mahmassani
& Jayakrishnan, 1991; Tanahashi, Kitaoka, Baba, Mori, Terada, & Teramoto, 2002; Yoshii, Akahane,
& Kuwahara, 1996). A navigation system recommends the route for the shortest estimated travel time
based on the current state of traffc congestion. However, if other drivers, using the same information,
simultaneously choose the same route, traffc would become concentrated on the new route.
Active queue management algorithms for TCP (Transmission Control Protocol) traffc, e.g., Random
Early Detection (Floyd & Jacobson, 1993) are similar to city traffc management. TCP is one of the core
protocols of the Internet protocol suite. Vehicles in road transport system are similar to IP packets in
Internet. However, these algorithms are unsuitable for traffc fow in road transportation systems for
two reasons. One is a physical constraint: dropping vehicles like packets in TCP traffc is impossible.
The other is a social constraint: such algorithms are problematic from the standpoint of fairness because
the utilities of the vehicles that are randomly dropped (or stopped) suffer a big loss.
Car navigation systems were originally designed as electronic enhancements of maps automatically
indicating the current position of the vehicle and a route to the destination. Japan roads now support
the second generation of car navigation systems connected to VICS (Vehicle Information and Com-
munication System) (Vehicle Information and Communication System Center, 1995). This new system
can download traffc information and display it on the map. The system uses the information to avoid
congested routes when it plans a route. What we suggest in this chapter is yet another generation of
car navigation systems. VICS measures traffc volume with sensors located on roadsides, e.g., radar,
optical and ultrasonic vehicle detectors and CCTV (Closed Circuit Television) cameras. The gathered
information is transmitted using infrared beacon, radio wave beacon, and FM multiplex broadcasting.
Each car just receives information from VICS, but does not return any.
If a car could transmit information by using a mobile phone or other short-range communication, we
believe that we could design a far better navigation system. Every car navigation system in operation
today has the current position of the vehicle, the destination, and the currently chosen route to the des-
tination. If vehicles in a city could share this information, they could use traffc information to improve
traffc effciency for each vehicle and the whole system. Our idea is thus a cooperative car navigation
system with route information sharing.
The main purpose of this chapter is to report the results of simulations demonstrating the validity
of our idea. In particular, the simulation showed the average travel time is substantially shorter when
293
New Approach to Smooth Traffc Flow with Route Information Sharing
drivers use the RIS mechanism. As the number of the RIS users increases, the total amount of traffc
congestion of the city decreases. Before we go into the details of the simulation, let us suggest a further
capability of the idea presented here. Estimated traffc volume based on gathered route information can
be used in many other ways. One of the simple usages is to refect it in the timing of traffc signals. We
can increase the green light time of the traffc signals that are expected to receive more traffc. Traffc
lanes may also be dynamically changed. By connecting many systems in a city in a cooperative way,
we can increase the physical capacity of the citys infrastructure.
2. TRAFFIC FLOW MODEL
We constructed a simple traffc fow model to examine the interdependence between traffc congestion
as macro phenomena and route choice of individual drivers as micro behavior. Therefore, we did not
consider the following factors: traffc signals (e.g., stopping at red lights), waiting for oncoming cars
when turning at intersections, turn lanes, multiple lanes, passing, blind allies; and U-turns in lanes, not
at intersections.
Our traffc fow model designates a road between intersections as a link. It is divided into several
blocks based on block density method (Horiguchi, Katakura, Akahane, & Kuwahara, 1994). The block
length is equal to the distance that a vehicle runs at the free fow speed of V
f
of the link during one
simulation step. After link division, an order is assigned to each block from downstream to upstream.
Concerning the block assigned to be the i-th, we defne K
i
as the density of block i, Li as the length of
block i, N
i
as the number of the vehicles in block i, and Vi as the feasible speed of vehicles in block i. K
i

is the division of Ni by Li. In block i, V
i
is revised based on Greenshields V-K relationship as follows:
), ), 1 ( max(
min
V
K
K
V V
jam
i
f i
=
(1)
where K
jam
is the traffc jam density. The density signifes the minimum density that prevents vehicles
in a traffc jam from moving.
The process of the fow calculation between neighboring blocks i and i+1 is as follows. At every step,
the speed of vehicles in each block is revised according to the V-K relationship. The vehicles then move
forward based on this speed. The vehicles movement is processed from downstream to upstream, as
shown in Figure 1. Depending on V
i
, vehicle j can move forward. When vehicle j moves from block i +
1 to block i, its speed changes from V
i+1
to V
i
. If K
i
exceeds the jam density K
jam
, no vehicles can move
into block i from block i +1. After j1 in front of vehicle j
2
moves, if j
1
is within a distance that allows j
2

to move forward at V
i
, j
2
approaches j
1
to the minimum distance between them. Although j
2
has suffcient
speed to advance, it must remain behind j
1
. At the next step in block i, when V
i
is revised based on K
i
,
vehicles can accelerate or slow down to V
i
immediately, regardless of the speed in the last step.
3. ROUTE CHOICE MECHANISMS
In this section, we propose a new route choice mechanism with route information sharing (RIS), that is,
cooperative car navigation system. To examine this proposed mechanism, we compared it with two basic
294
New Approach to Smooth Traffc Flow with Route Information Sharing
route choice mechanisms; the shortest distance route (SD) and shortest time route (ST). These mecha-
nisms are well known and easy to understand because they seek routes minimizing the travel distance
or travel time. At frst, we defne the mechanisms of the SD and ST. Next, we defne the mechanism of
the RIS based on that of the ST.
3.1 Shortest Distance Route
Drivers searching for the shortest distance route (SD drivers) select a route on a map without using in-
formation on traffc congestion. That is, SD drivers simply select the shortest distance route from their
respective origin to their destination, and do not consider traffc congestion at all.
3.2 Shortest Time Route
Drivers searching for the shortest time route (ST drivers) decide a route with information on the current
levels of traffc congestion. Their choice will thus vary based not only on map information, but also on
current congestion information on the entire network, as would be obtained from a traffc information
center (e.g., a VICS Center) via vehicle equipment. A traffc information center measures the current
traffc density of all blocks, and calculates the expected travel time of each link by estimating the time
spent on a link in light of the current traffc density. A traffc information center calculates expected
travel time ETT
l
of link l as follows.
1. Feasible speed V
i,l
on block i in l is calculated based on the V-K relationship with traffc density
K
i,l
.
2. Passage time PT
i,l
of block i in l is calculated based on length L
i,l
and speed V
i,l
on block i in l.
3. Expected travel time ETT
l
of link l is calculated as

,
0
,

=
n
n k
l k l
PT ETT

(2)

where n is the number of blocks in l.
The expected travel time is transmitted to all ST drivers at every simulation step. ST drivers search
for the shortest route in terms of the expected travel times from their current position to their destina-
tion at every intersection.
Figure 1. Direction of vehicle movement and revision of blocks
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New Approach to Smooth Traffc Flow with Route Information Sharing
3.3 Shortest Time Route with Route Information Sharing
Drivers searching for the shortest time route by using route information sharing (RIS drivers) base their
selection on information sent from a route information server. Moreover, the RIS drivers transmit route
information (current position, destination, and route to the destination) to the route information server.
The route information server then estimates future traffc congestion levels based on this route informa-
tion and transmits the estimate to the RIS drivers. The RIS drivers use the estimate to revise their route
at every intersection. The route information server only provides traffc information to the RIS drivers,
but does not plan the routes of drivers. Each RIS driver plans its route based on information sent from
the route information server. Figure 2 shows the outline of route information sharing mechanism.
The route information sharing procedure between RIS drivers and the route information server is
as follows.
1. RIS drivers search for the shortest route in terms of expected travel time from their origins to their
destinations. RIS drivers decide a route using the current confusion information like ST drivers,
only when departing from the destination. They transmit their route information to the route in-
formation server.
2. The route information server collects route information from all RIS drivers, and uses it to as-
sign a passage weight for each RIS driver to a link. The passage weight indicates the degree of
accuracy with which an RIS driver will pass through the link in the future. Passage weight PW
j,l

of RIS driver j to link l is calculated as follows.
(a) If js route passes through p links from the current position to a destination, the links are
assigned numbers in ascending order from the destination to the drivers current position.
(b) The order of each link is divided by p, and it is regarded as the passage weight of the link.
(For example, 1/p is assigned to the link including the destination, and 1 (=p/p) is assigned
to the link including the current position.)
Figure 2. Outline of route information sharing
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New Approach to Smooth Traffc Flow with Route Information Sharing
3. The route information server calculates the total passage weight of each link based on the passage
weight of each link. Total passage weight means the sum of the passage weights of all RIS drivers.
Total passage weight TPW
l
of link l is calculated as


,
,

=
k
RIS k
l k l
PW TPW (3)

where RIS is the set of RIS drivers.
4. The route information server calculates the prospective traffc volume of each link based on the
total passage weight and the expected travel time. Prospective traffc volume PTV
l
of link l is
calculated as

), ( + =
l l l
TPW ETT PTW (4)
where is a positive constant.
5. The prospective traffc volume is transmitted from the route information server to all RIS drivers.
The RIS drivers revise the shortest route in the prospective traffc volume and again transmit route
information to the route information server when they reach the next intersection.
6. Processes 2 to 5 are repeated.
7. The RIS drivers arriving in their destination stop transmitting their route information to the route
information server.
8. The route information server stops calculating when all RIS drivers arrive in their destination.
Figure 3 shows an example of calculating total passage weight. Driver 1 has a route through six links
6, 5, 4, 3, 2, 1, from the current position on link 6 to the destination on link 1. Based on the current
position, destination, and route of driver 1, the passage weights for links 1 to 7 of driver 1 are:
. 0 , 6 / 6 , 6 / 5
, 6 / 4 , 6 / 3 , 6 / 2 , 6 / 1
7 , 1 6 , 1 5 , 1
4 , 1 3 , 1 2 , 1 1 , 1
= = =
= = = =
PW PW PW
PW PW PW PW
(5)
Figure 3. Sample calculation of total passage weight
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New Approach to Smooth Traffc Flow with Route Information Sharing
Driver 2 has a route through three links 4, 3, 2, from the current position on link 4 to the destination
on link 2. Similarly, the passage weights of links 1 to 7 of driver 2 are:

. 0
, 3 / 3 , 3 / 2 , 3 / 1 , 0
7 , 2 6 , 2 5 , 2
4 , 2 3 , 2 2 , 2 1 , 2
= = =
= = = =
PW PW PW
PW PW PW PW
(6)
Given the passage weights for links 1 to 7 of drivers 1 and 2, the total passage weights of link 1 to
7 are:

. 0 , 1 , 6 / 5
, 3 / 5 , 6 / 7 , 3 / 2 , 6 / 1
7 6 5
4 3 2 1
= = =
= = = =
TPW TPW TPW
TPW TPW TPW TPW
(7)
4. MULTIAGENT SIMULATION
4.1 Simulation Settings
To evaluate the RIS mechanism, we performed a multiagent simulation using the three route choice
mechanisms for which the ratio of ST and RIS drivers varied from ST: RIS =0.8:0 to ST: RIS =0:0.8
and the ratio of the SD drivers was fxed at 0.2. This setting was based on estimation that car naviga-
tion systems and traffc information services will be more easily accessible for many drivers in the
near future.
Furthermore, we evaluated the effectiveness of the RIS mechanism on three different road networks:
a lattice network, a radial and ring network, the network around the city of Tokyo (see Figures 4, 5, and
6 and also Table 1). In particular, the Tokyo network matches the structure of the main trunk roads and
expressways within the 8 km centered on the Imperial Palace in Tokyo, Japan. In these road networks,
all links has only one lane and all blocks in a link have the same capacity. The origin and destination
of a vehicle are assigned randomly to any block on any link. After reaching its destination, the vehicle
is removed from the network.
The number of vehicles to a capacity of traffc systems infuences the effect of traffc information
systems for shorting travel time. It is preferable that the effect of the RIS mechanism is examined under
general traffc conditions. In our simulation, we apply the number of vehicles in a traffc system belong-
ing to following traffc environment; the number of vehicles is within range of the capacity of a traffc
system. The concentration of certain vehicles causes traffc congestion, and their travel time should be
lengthened. If vehicles can avoid traffc congestion, their travel time can be shortened.
Vehicles are generated every simulation step, until the amount of vehicles reaches 25,000. Table 2
lists the numbers of vehicles generated in one step N
gen.
Based on our preliminary simulation results, it
was confrmed that the number of vehicles generated in one step in Table 2 realizes a preferable traffc
situation in which roads are not vacant, yet a deadlock does not occur.
Other parameters used in our traffc simulation are listed in Table 3.
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New Approach to Smooth Traffc Flow with Route Information Sharing
Figure 4. Lattice network
Figure 5. Radial and ring network
Figure 6. Tokyo network
299
New Approach to Smooth Traffc Flow with Route Information Sharing
4.2 Simulation Results
We were particularly interested in the transition of the average travel time of each mechanism as the
ratio of RIS drivers increased.
The travel time of each driver was normalized by the ideal travel time to compare the results the
different road networks and different sets of vehicle origins and destinations. The ideal travel time is
the time required from origin to destination when a driver passes through the shortest distance route at
free fow speed. The travel time is thus defned as the ratio of the actual travel time to the ideal travel
time.
Figures 7 to 12 show the simulation results averaging 30 trials. In these bar graphs with error bar,
a bar graph represents the average travel time using each route choice mechanism. An error bar on the
bar graph represents the upper and lower 95% confdence limits of the average travel time if the data
are assumed to be normally distributed, i.e., 95% of all average travel times in 30 trials lies within the
interval between the upper and lower limits. These limits are calculated as
, 96 . 1 mean

(8)
Table 3. Parameters in traffc simulation
free fow speed V
f
50km/h
minimumspeed V
min
6km/h
critical density K
c
70veh/km
jamdensity K
jam
140veh/km
minimumdistance between two cars D
min
3.5m
length of block L
i
138.9m
traffc capacity of block 1750veh/h
1 simulation step 10sec
coeffcient of prospective traffc volume 1.0
Table 1. Settings of three networks
lattice radial and ring Tokyo
Number of nodes 36 32 120
Number of links 60 56 200
Number of blocks 1,200 1,168 4,034
Table 2. Number of vehicles generated in one step (total number of vehicles generated is 25,000)
lattice radial and ring Tokyo
N
gen
40, 45 30, 35 55, 65
300
New Approach to Smooth Traffc Flow with Route Information Sharing
where mean is the average travel time in 30 trials and is standard deviation of the average travel time.
The ratio of RIS drivers among all drivers is denoted as R
RIS
. The average travel times of the SD, ST,
and RIS drivers are denoted as T
SD
, T
ST
, and T
RIS
.
Figure 7 shows the result with N
gen
=40 in the lattice network. The average travel times of the three
types decreased irregularly as R
RIS
increased. In particular, T
SD
, T
ST
, and T
RIS
at R
RIS
=0.4 were longer
than those at R
RIS
=0.3 as R
RIS
increased. Similarly, T
SD
and T
RIS
at R
RIS
=0.8 was longer than those at R
RIS
=0.7. The average travel times were ranked in ascending order as T
SD
, T
ST
, and T
RIS
. For R
RIS
=0.5.
Figure 8 shows the result with N
gen
=45 in the lattice network. The average times of all three types
decreased monotonically as R
RIS
increased, and they were always ranked in ascending order as T
SD
, T
ST
,
and T
RIS
. In all cases of R
RIS
, there were only marginal differences among them.
In Figures 7 and 8, the error bars of the three types do not become short greatly although R
RIS
in-
creased.
Figures 9 and 10 show the the result with N
gen
=40 and with Ng
en
=45 in the radial and ring network.
In both cases, the average times of all three types decreased monotonically as R
RIS
increased and were
ranked in ascending order as T
SD
, T
ST
, and T
RIS
. There was only a marginal difference between T
ST
, and
T
RIS
. Only in the case with N
gen
=35 at R
RIS
=0.7 was T
ST
longer than T
RIS
.
Figure 7. Average travel time with N
gen
= 40 in the lattice network (Ratio of SD drivers is fxed at 0.2)
Figure 8. Average travel time with N
gen
= 45 in the lattice network (Ratio of SD drivers is fxed at 0.2)
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New Approach to Smooth Traffc Flow with Route Information Sharing
In Figures 9 and 10, the error bars of the three types decrease monotonically as R
RIS
increased.
Figure 11 shows the result with N
gen
=55 in the Tokyo network. Except at R
RIS
=0.6 and 0.7, the average
times of all three types decreased monotonically as R
RIS
increased and were ranked in ascending order
as T
SD
, T
ST
, and T
RIS
. In all cases of R
RIS
, there were only marginal differences between T
ST
and T
RIS
.
Figure 12 shows the result with N
gen
=65 in the Tokyo network. Except at R
RIS
=0.6, T
ST
, and T
RIS

decreased substantially as R
RIS
increased. T
SD
increased at R
RIS
=0.2, 0.3, and 0.6 as R
RIS
increased. The
average times were ranked in ascending order as T
SD
, T
ST
, and T
RIS
. But, at R
RIS
=0.6 and 0.7, T
ST
was
shorter than T
RIS
.
In Figures 11 and 12, the error bars of the ST and RIS become short as R
RIS
increased. On the other
hand, the error bar of the SD does not change.
5. DISCUSSION
5.1 Evaluation of RIS System
At frst, based on our simulation result, we evaluate the effectiveness of the RIS mechanism from the
viewpoint of whether it promotes individual incentive and social acceptability. Individual incentive
Figure 9. Average travel time with Ngen = 30 in the radial and ring network (Ratio of SD drivers is
fxed at 0.2)
Figure 10. Average travel time with Ngen = 35 in the radial and ring network (Ratio of SD drivers is
fxed at 0.2)
302
New Approach to Smooth Traffc Flow with Route Information Sharing
means an incentive by which a driver would switch from using the other navigation mechanisms to the
RIS mechanism. Here it is signifcant that the traffc effciency of the RIS drivers is always higher than
that of drivers using the other mechanisms we simulated. Social acceptability means the acceptability
of the RIS mechanism to promote its popularity. Here it is notable that as the number of RIS drivers
increases, their traffc effciency improves.
Our simulation showed that T
RIS
was always shorter than the other average times. Therefore, of the
RIS system seems to promote individual incentive in the lattice network. Individual incentive was also
promoted in the radial and ring network and the Tokyo network, because T
RIS
was shorter than the other
times except that T
RIS
was slightly longer than T
ST
in the case of N
gen
=35 at R
RIS
=0.7 in the radial and
ring network, and in the case of N
gen
=65 at R
RIS
=0.6 and 0.7 in the Tokyo network. In the lattice and the
radial and ring networks, our method promoted social acceptability because T
RIS
decreased monotoni-
cally as R
RIS
increased. In the Tokyo network, social acceptability was substantially promoted because
T
RIS
increased slightly as R
RIS
increased only in the case of N
gen
=65 at R
RIS
=0.6.
It follows from these results that the RIS mechanism can realize shorter travel time than other mecha-
nisms, and that the travel time of the RIS drivers decreases as the number of RIS drivers increases.
Moreover, the results confrm the RIS mechanisms effectiveness in promoting both individual incentive
and social acceptability.
Figure 11. Average travel time with N
gen
= 55 in the Tokyo network (Ratio of SD drivers is fxed at 0.2)
Figure 12. Average travel time with N
gen
= 65 in the Tokyo network (Ratio of SD drivers is fxed at
0.2)
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New Approach to Smooth Traffc Flow with Route Information Sharing
Next, we analyze the effectiveness of the RIS mechanism as follows. The reason of congestion
based on current congestion information is that many ST drivers tend to choose the same vacant route
simultaneously when current congestion information is broadcasted. After broadcasted, congestion is
caused in the route because many ST drivers expecting to be vacant concentrate on one route. Therefore,
to broadcast current congestion information may cause congestion. The route that is vacant now and
will be crowded later can be detected based on the route information where each vehicle is and where
it passes and is going. By broadcasting the route that is vacant now and will be crowded later, some
RIS drivers change their routes and concentration can be prevented. This prevention of concentration
is realized by cooperative car navigation system with route information sharing.
Many previous researches asserted only individual incentive of their proposed traffc information
system at certain diffusion rate of them. However, the effect of traffc information systems signifcantly
depends on its diffusion rate. In our research, we introduced social acceptability as another index es-
timating whether an information system can spread or not. Furthermore, we examine the effect of our
proposed RIS system from the point of view of social acceptability, and confrm that the RIS system
satisfed social acceptability. Previous research revealed that traffc Information systems providing
current congestion status does not satisfy social acceptability (and partly satisfy individual incentive)
(Mahmassani & Jayakrishnan, 1991; Tanahashi, Kitaoka, Baba, Mori, Terada, & Teramoto, 2002; Yo-
shii, Akahane, & Kuwahara, 1996). Therefore, the result that the RIS system satisfed both individual
incentive and social acceptability is signifcantly valuable.
5.2 Infuence of Network Structure
In this subsection, we discuss the different tendencies of effect of the RIS mechanism in three kinds
of road networks.
5.2.1 Lattice Network
In the lattice network, the SD drivers did not seriously concentrate on the central links because they
had a number of shortest routes to choose from randomly. Traffc congestion caused by the SD drivers
tended to occur suddenly on any link. Therefore, under these circumstances, the ST and RIS drivers had
more diffculty in preliminarily avoiding congested links, and were often caught in traffc congestion.
Accordingly, the differences among T
SD
, T
ST
, and T
RIS
were small. Because the ST and RIS drivers were
often involved in the traffc congestion caused by the ST drivers, T
SD
, T
ST
, and T
RIS
decreased slightly
irregularly for N
gen
=40. Furthermore, when the congestion on a link was caused by the SD drivers,
traffc congestion often occurred on other links because the ST drivers concentrated on links other
than the ones affected by SD drivers. Therefore, T
SD
, T
ST
, and T
RIS
decreased overall because this kind
of traffc congestion decreased as R
RIS
increased.
5.2.2 Radial and Ring Network
In the radial and ring network, the SD driver had only one or two shortest routes of the same distance.
Because these shortest distance routes statistically tended to pass through the innermost ring when the
origin and destination were assigned randomly on the entire map, the SD drivers tended to concentrate
at the innermost ring. The ST and RIS drivers could avoid congestion occurring on the innermost ring.
304
New Approach to Smooth Traffc Flow with Route Information Sharing
Therefore, in the radial and ring network, T
SD
was longer than T
ST
and T
RIS
. However, by avoiding the
innermost ring and concentrating on vacant links, the ST drivers often caused congestion on the second
and third innermost ring. Furthermore, the RIS drivers did not cause such traffc congestion on the
second- and third-innermost rings. Therefore, T
RIS
decreased monotonically as R
RIS
increased.
5.2.3 Tokyo Network
In the Tokyo network, the SD drivers often concentrated on certain links in the center of the network
because its structure is similar to the radial and ring network. The SD drivers often caused traffc con-
gestion at the center of the network regardless of the ratio of the RIS and ST drivers. A certain distribu-
tion of origins and destinations of the SD drivers often caused traffc congestion on links besides those
at the center because the asymmetric structure of the Tokyo network that naturally had bottlenecks.
Therefore, in our simulation results, T
SD
did not decrease monotonously and the error bar of the SD did
not become short.
The congestion by only SD drivers is not based on the infuence of traffc information and route
information sharing, and is based on the setting of the SD driver, the network, and our traffc simulator.
Removal of instability by the SD drivers is placed as our future work. Now, we have a plan to imple-
ment cooperative car navigation system on traffc simulator AIMSUN. The result with AIMSUN will
be reported in next paper.
5.3 Realization of an RIS System
We discuss the RIS system as it might be implemented in actual services. To develop the RIS system,
we must frst consider its system architecture. For instance at the beginning of this chapter, we sug-
gested direct communication between the RIS drivers and the route information server via long-distance
communication, e.g., mobile phone. However, if we were to apply such an RIS system on a huge road
network like the one in the Tokyo metropolitan area (with millions of cars on the roads), direct com-
munication by phone would be impossible because the route information server could not deal with
the heavy communication traffc. Instead of phones, we are considering using traffc signals as relay
stations. In this architecture, traffc signals would collect route information from the RIS drivers, and
transmit it to the route information server on a dedicated high-speed line.
Recently, DSRC (Dedicated Short Range Communication) (Inoue, 2004) and infrared beacons
(Otakeguchi & Horiuchi, 2004) have been developed as short distance two-way communications for
the intelligent transport system (ITS). These technologies have already been put to practical use. The
RIS system could easily use them for communication between vehicles and traffc signals. Moreover,
by connecting the traffc signal system with the RIS system (Bazzan, Oliveira, Klgl, & Nagel, 2008;
Dresner & Stone, 2004), the prospective traffc volume could be used to control traffc signals.
6. CONCLUSION
We proposed a cooperative car navigation system with route information sharing (RIS). For the evalua-
tion, we constructed a simple traffc fow model using multiagent modeling. Three types of route choice
were compared in a simulation: the shortest distance route (SD), the shortest time route (ST) and the
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New Approach to Smooth Traffc Flow with Route Information Sharing
shortest time route with route information sharing (RIS). The simulations were of a lattice network,
a radial and ring network, and the network around Tokyo. The simulation results confrmed that the
RIS mechanism promoted i) drivers individual incentive to switch to using it: the average travel time
of the RIS drivers was always shorter than those of drivers using the other choice mechanisms, and
ii) social acceptability: the travel time of RIS drivers became shorter as the percentage of RIS drivers
increased. Moreover, the results showed that the network structure infuenced the effectiveness of the
RIS mechanism. Finally, the chapter discussed how the RIS mechanism might be implemented with
traffc signals linked to a route information server.
7. REFERENCES
Bazzan, A. L. C., & Klgl, F. (2005). Case Studies on the Braess Paradox: Simulating Route Recommendation
and Learning in Abstract and Microscopic Models. Transportation Research, C 13(4), 299-319.
Bazzan, A. L. C., Fehler, M., & Klgl, F. (2006). Learning To Coordinate In a Network of Social Driv-
ers: The Role of Information. Proceedings of International Workshop on Learning and Adaptation in
MAS, 3898, 115-128.
Bazzan, A. L. C., Oliveira, D., Klgl, F., & Nagel, K. (2008). Adapt or Not to Adapt Consequences
of Adapting Driver and Traffc Light Agents. Conference proceedings of Adaptive Agents and Multi-
Agent Systems III, 4865, 1-14.
Dresner, K., & Stone, P. (2004). Multiagent Traffc Management: A Reservation-Based Intersection
Control Mechanism. Proceedings of The Third International Joint Conference on Autonomous Agents
and Multi-Agent Systems, (pp. 530-537).
Floyd, S., & Jacobson, V. (1993). Random Early Detection gateways for Congestion Avoidance. IEEE/
ACM Transactions on Networking, 1(4), 397-413.
Horiguchi, R., Katakura, M., Akahane, H., & Kuwahara, M. (1994). A Development of A Traffc Simulator
for Urban Road networks: AVENUE. Conference proceedings of Vehicle Navigation and Information
Systems Conference, (pp. 245-250).
Inoue, M. (2004). Current Overview of ITS in Japan. Conference proceedings of The 11th World Con-
gress on Intelligent Transport Systems (CD-ROM).
Klgl, F., Bazzan, A. L. C., & Wahle, J. (2003). Selection of Information Types Based on Personal Util-
ity: A Testbed for Traffc Information Markets. Conference proceedings of the Second International
Joint Conference on Autonomous Agents and Multiagent Systems, (pp. 377-384).
Kurumatani, K. (2004). Mass User Support by Social Coordination among Citizens in a Real Environ-
ment. Multiagent for Mass User Support, (pp. 1-19). LNAI 3012, Springer.
Kurumatani, K. (2003). Social Coordination with Architecture for Ubiquitous Agents: CONSORTS.
Conference proceedings of International Conference on Intelligent Agents, Web Technologies and
Internet Commerce 2003 (CD-ROM).
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Mahmassani, H. S., & Jayakrishnan, R. (1991). System Performance and User Response Under Real-
Time Information in a Congested Traffc Corridor. Transportation Research 25A(5), 293-307.
Nakashima, H. (2003). Grounding to the Real World - Architecture for Ubiquitous Computing -. Foun-
dations of Intelligent Systems, (pp. 7-11). Lecture Notes in Computer Science, 2871, Springer Berlin.
Noda, I., Ohta, M., Shinoda, K., Kumada, Y., & Nakashima, H. (2003). Evaluation of Usability of Dial-a-
Ride Systems by Social Simulation. Proceedings of Multi-Agent-Based Simulation III (4th International
Workshop), (pp. 167-181).
Otakeguchi, K., & Horiuchi, T. (2004). Conditions and Analysis of the Up-Link Information Gathered
from Infrared Beacons in Japan. Conference proceedings of The 11th World Congress on Intelligent
Transport Systems (CD-ROM).
Shiose, T., Onitsuka, T., & Taura, T. (2001). Effective Information Provision for Relieving Traffc con-
gestion. Conference proceedings of The 4th International Conference on Intelligence and Multimedia
Applications, (pp. 138-142).
Tanahashi, I., Kitaoka, H., Baba, M., H. Mori, H., Terada, S., & Teramoto, E. (2002). NETSTREAM, a
Traffc Simulator for Large-scale Road networks. R & D Review of Toyota CRDL, 37(2), 47-53.
Yoshii, T., Akahane, H., & Kuwahara, M. (1996). Impacts of the Accuracy of Traffc Information in
Dynamic Route Guidance Systems. Conference proceedings of The 3rd Annual World Congress on
Intelligent Transport Systems (CD-ROM).
Vehicle Information and Communication System Center (1995). http://www.VICS.or.jp/english/index.
html
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Chapter XV
Multiagent Learning on Traffc
Lights Control:
Effects of Using Shared Information
Denise de Oliveira
Universidade Federal do Rio Grande do Sul, Brazil
Ana L. C. Bazzan
Universidade Federal do Rio Grande do Sul, Brazil
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
In a complex multiagent system, agents may have different partial information about the systems state
and the information held by other agents in the system. In a distributed urban traffc control, where each
junction has an independent controller, agents that learn can beneft from exchanging information, but
this exchange of information may not always be useful. In this chapter the authors analyze how agents
can beneft from sharing information in an urban traffc control scenario and the consequences of this
cooperation in the performance of the traffc system.
INTRODUCTION
Urban traffc control (UTC) is an important and challenging real-world problem. This problem has
several important characteristics, related to its dynamics (changes in the environment are not only
consequences of the agents actions, changes are beyond the agents control); to non-determinism (each
action may have more than one possible effect); and to partial observability (each agent perceives a
limited fraction of the current environment state).
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Multiagent Learning on Traffc Lights Control
Multiagent learning can be seen as a suitable tool for coping with the issues related to the dynamicity
in this scenario. Formalizing the problem of control is an important part of the solution, and the theory
of Markov Decision Processes (MDP) has shown to be particularly powerful in that context. Defning
the traffc control problem as a single MDP, i.e. in a centralized way, would lead to an unsolvable prob-
lem, due the large number of possible states. For instance, consider a scenario where six traffc lights
with fve possible states each, according to the incoming links (streets) congestion: all links have the
same number of stopped vehicles, North link has more waiting vehicles, South link has more waiting
vehicles, East link has more waiting vehicles, and West link has more waiting vehicles. In this case, the
number of possible states is 15,625 (56) and the number of possible joint actions is 729 (36), considering
that each traffc light has three possible actions. The number of Q-values is 11,390,625 (729 x 15,625).
In a decentralized solution, traffc controlling agents may have different partial information about the
system state and the information held by other agents in the system.
The distributed urban traffc control (DUTC) problem has some important characteristics to be
considered: a large number of possible traffc pattern confgurations, limited communication, limited
observation, limited action frequency and delayed reward information. Delayed reward, since the traffc
fow takes some time to respond to the agents actions, this time is, at least, the duration of one cycle
time.
In this chapter we explore some questions about information shared among learning agents in a
traffc scenario. We also discuss the multiagent reinforcement learning used as a solution to the traffc
control problem, current limitations and further developments.

BACKGROUND
Reinforcement Learning
Reinforcement learning methods can be divided into two categories: model-free and model-based.
Model-based methods assume that the transition function T and the reward function R are available or
estimate those values. Model-free systems, such as Q-learning (Watkins & Dayan 1992), on the other
hand, do not require the agents access to the model of the environment.
Q-Learning works by estimating optimal state-action values, the Q-values, which are a numerical
estimator of quality for a given pair of state and action. More precisely, a Q-value Q(s,a) represents the
maximum discounted sum of future rewards an agent can expect to receive if it starts in s, chooses ac-
tion a and then continues to follow an optimal policy.
Q-Learning algorithm approximates the Q-values Q(s,a) as the agent acts in a given environment.
The algorithm uses an update rule, at line 7 in the algorithm description on Figure 1, for each experi-
ence tuple <s, a, s, r>, where is the learning rate and is the discount rate for future rewards. As it
can be seen in the update rule, the estimation of the Q-values does not rely on T or R, as Q-learning is
model free.
The simplest action selection rule (line 5 on Figure 1) is to select the action with highest estimated
action value at the current state (greedy solution). Although this selection method maximizes immediate
reward, it does not explore other actions, (Sutton & Barto, 1998). An alternative is to choose greedily
most of the time and select a random action, uniformly, independently of the action-value estimates,
with a given small probability (). This selection method is called -greedy. Although -greedy is an
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Multiagent Learning on Traffc Lights Control
effective for balancing exploration and exploitation in reinforcement learning, it explores equally all
actions. In tasks where taking the worst actions diverge signifcantly from the best action, this may be
a problem. A solution may be in varying the action probabilities based on the estimated values. The
greedy action remains with the highest selection probability and the others are weighted according to
their value estimates. These are called softmax action selection rules. The most common softmax method
uses a Boltzmann (Gibbs) distribution. It chooses action with probability given by Equation 1.

(1)
t
t
Q (s,a)
e
Q (s,a)
e


Where t is a positive parameter called the temperature.
High temperatures cause the actions to have (almost) the same probability. Low temperatures cause
a greater difference in selection probability for actions that differ in their value estimates. In the limit
(t 0) as, softmax action selection becomes the same as greedy action selection. Both methods have
only one parameter that must be set: or t.
Independent vs. Cooperative Agents
In (Tan1993), three ways of agent cooperation are identifed: information, episodic experience, and
learned knowledge. The main thesis of Ming Tan is: If cooperation is done intelligently, each agent can
beneft from other agents instantaneous information, episodic experience, and learned knowledge.
Using a hunter-prey scenario, his work investigates where agents are seeking to capture a prey
moving in a random direction in a 10x10 grid world. At each step, each agent has four possible actions:
moving up, down, left, or right within the grid. More than one agent can occupy the same cell at the
same time. There are three ways to capture the prey. One way is when the prey and one hunter occupy
the same cell, another way is when two hunters and the prey are in the same cell, and the other way is
when two hunters are next to the cell where the prey is. When capturing a prey, the hunters involved
Figure 1. Q-learning algorithm
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Multiagent Learning on Traffc Lights Control
receive a reward of +1. One the other hand, on each move they do not capture a prey, they receive a
negative reward of -0.1. Each agent has a limited visual feld.
First the effect of the sensation from another agent is studied. To differentiate sensing from learning
the experiments are performed on a one-prey/one-hunter scenario with a scouting agent that cannot
capture prey. The scout makes random moves. At each step, the scout sends its action and sensation
back to the hunter. The sensation inputs from the scout are used only if the hunter cannot sense any
prey. As the scouts visual feld depth increases, the difference in their performances becomes larger.
After verifying that the scout information helps the hunter, this concept was extended to hunters that
perform both scouting and hunting.
In the case where the agents share policies or episodes, is assumed that the agents do not share
sensations. The question in this case is: If the agent can complete a task alone, is cooperation
still useful? To answer this question, exchanging policies and exchanging episodes are studied.
An episode is a sequence of sensation, action, and reward experienced by an agent.
An episode is exchanged between the agent that has accomplished the task and its partner, so the
experience would be duplicated. The second possibility is to learn from an expert agent.
In the case with joint tasks, the hunter can capture a prey only with other agent. Cooperation can
occur by passive observation or by active exchange of perceptions and location. The simulation result
indicates that agents of the independent learning behavior tend to ignore the other and approach the prey
directly. In the passive observation case (where the agents perception is extended to include the partner
location) the agents have a more effective learning. The mutual cooperation increases the state space
without an increase in the state representation, having a slower but more effective learning process.
Cooperative reinforcement learning agents can learn faster and converge sooner than independent
agents by sharing information about the environment. On the other hand, the experiments show that
extra information can have a negative interference in the agents learning if the information is unneces-
sary. These trade-offs must be considered for autonomous and cooperative learning agents.
Related MAS Approaches for Traffc Control
In order to have a confgured traffc light, there must be a control that determines the stage, the splits,
the cycle time and, in coordinated traffc lights, the offset. The offset time is a time delay between two
successive intersections in order to allow vehicles to pass successive intersections without stopping.
The stage specifcation determines the traffc movements in each part of the cycle time. The cycle time
is the number of seconds needed for a complete sequence of phases. Each of these stages must have a
relative green duration, this share of the cycle time is called split. We call a set of these specifcations
as a signal plan.
In (Bazzan2005), a MAS based approach is described in which each traffc light is modeled as an
agent, each having a set of pre-defned signal plans to coordinate with neighbors. This approach uses
techniques of evolutionary game theory: self-interested agents receive a reward or a penalty given by
the environment. Moreover, each agent possesses only information about his or her local traffc states.
However, payoff matrices (or at least the utilities and preferences of the agents) are required, i.e. these
fgures have to be explicitly formalized by the designer of the system. In (Oliveira et. al. 2005) an ap-
proach based on cooperative mediation is proposed, which is a compromise between totally autonomous
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Multiagent Learning on Traffc Lights Control
coordination with implicit communication and the classical centralized solution. An algorithm which
can deal with distributed constraint optimization problems (OptAPO) is used in a dynamic scenario,
showing that the mediation is able to reduce the frequency of miscoordination between neighbor cross-
ings. However, this mediation was not decentralized: group mediators communicate their decisions
to the mediated agents in their groups and these agents just carry out the tasks. Also, the mediation
process may take long in highly constrained scenarios, having a negative impact in the coordination
mechanism. In (Oliveira et al. 2004) a decentralized, swarm-based approach was presented, but we
have not collected and analyzed information about the group formation. Therefore, a decentralized,
swarm-based model of task allocation was developed (Oliveira and Bazzan 2006, Oliveira and Bazzan
2007), in which the dynamic group formation without mediation combines the advantages of those two
previous works (decentralization via swarm intelligence and dynamic group formation).
Camponogara and Kraus (2003) have studied a simple scenario with only two intersections, using
stochastic game theory and reinforcement learning. Their results with this approach were better than
a best effort (greedy), a random policy, and also better than Q-learning. In (Oliveira et al 2006) single
agent reinforcement learning was applied on a traffc control scenario. The objective of this paper was
to study if the single agent reinforcement learning methods ware capable of dealing with non-station-
ary traffc patterns in a microscopic simulator. The results showed that in non-stationary scenarios the
learning mechanisms have more diffculty in recognizing the states. Also, it shows that independent
learning mechanisms are not capable of dealing with over-saturated networks. Finally, approaches based
on self-organization of traffc lights via thresholds (Gershenson 2005) or reservation-based systems
(Dresner and Stone2004) have still to solve low-level abstraction issues in order to be adopted by traffc
engineers and have a chance to be deployed.
The Microscopic Simulation Model
There are two main approaches to the simulation of traffc: macroscopic and microscopic. The micro-
scopic allows the description of each road user as detailed as desired (given computational restrictions),
thus permitting a model of the drivers behaviors. Multi-agent simulation is a promising technique
for microscopic traffc models as the drivers behavior can be described incorporating complex and
individual decision-making.
In general, microscopic traffc fow model describe the act of driving on a road i.e. the perception
and reaction of a driver on a short time-scale. In these models, the drivers are the basic entities and their
behavior is described using several different types of mathematical formulations, such as continuous
models (e.g. car-following). Other models use cellular automata (CA). In particular, we use the Nagel-
Schreckenberg model (Nagel and Schreckenberg 1992) because of its simplicity. The Nagel-Schrecken-
berg cellular automaton model represents a minimal model in the sense that it is capable to reproduce
basic features of real traffc.
Next, the defnition of the model for single lane traffc is briefy reviewed. The road is subdivided in
cells with a length varying around 7.5 or 5 meters (for highways or urban traffc, respectively). Each cell
is either empty or occupied by only one vehicle with an integer speed vi{0, ..., vmax}, with vmax the
maximum speed. The motion of the vehicles is described by the following rules (parallel dynamics):

R1: Acceleration: vi min (vi+1,vmax);
R2: Deceleration to avoid accidents: vi min (vi, gap);
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Multiagent Learning on Traffc Lights Control
R3: Randomizing: with a certain probability p do vi'' max (vi-1, 0);
R4: Movement: xi xi-1+vi''.
The variable gap denotes the number of empty cells in front of the vehicle at cell i. A time-step cor-
responds to t =1 sec, the typical time a driver needs to react.
Every driver described by the Nagel-Schreckenberg model can be seen as a reactive agent: autono-
mous, situated in a discrete environment, and has individual characteristics such as its maximum speed
vmax, and the deceleration probability p. During the process of driving, it perceives its distance to the
predecessor (gap), its own current speed v, etc. This information is processed using the three rules
(R1-R3) and changes in the environment are made using rule R4. The frst rule describes one goal of
the agent, as it wants to go by maximum speed vmax. The other goal is to drive safe i.e. not to collide
with its predecessor (R2). In this rule the drivers assumes that its predecessor can brake to zero speed.
However, this is a crude approximation of the perception of an agent. These frst two rules describe
deterministic behavior, i.e. the stationary state of the system is determined by the initial conditions.
But drivers do not react in this optimal way: they vary their driving behavior without any obvious rea-
sons. This uncertainty in the behavior is refected by the braking noise p (R3). It mimics the complex
interactions with the other agent s, i.e. the overreaction in braking and the delayed reaction during ac-
celeration. Finally, the last rule is carried out, the agent acts on the environment and moves according
to his current speed.
REINFORCEMENT LEARNING WITH SHARED INFORMATION IN TRAFFIC
LIGHTS CONTROL
The aim of this chapter is to analyze the impact of the information exchange on the performance of
learning agents in a traffc scenario, where an agent is a traffc light controller. We use the basic Q-
Learning mechanism (using softmax as action-selection method) and the ideas about information ex-
change presented in (Tan, 1993) and discussed in the previous section. Each agent communication area
is restricted according to the number of its incoming links. For instance, in Figure 2, the central agent
(black flled circle), with 2 incoming and 2 outgoing links will have 2 partners (dash flled circles). A
partner sends information for the agents directly connected to its output links and receives information
from agents connected directly to its input links.
Figure 2. Example of partners location
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Multiagent Learning on Traffc Lights Control
We consider three different agent types, according to the information used in the states composition.
The states composition can be simple, when the agent uses only its local information (from its local
sensors) or composed, when the agent uses information from its neighbors to compose the state infor-
mation. The frst type is the independent agent that has only the local information, having 3 possible
states, according to the local traffc information: 0, 1 and 2. State 0: streets from all directions have
the approximate same number of stopped vehicles; State 1: streets from North and South directions
have a larger number of stopped vehicles than the streets from East and West; State 2: streets from East
and West directions have a larger number of stopped vehicles than the streets from North and South.
In some situations, each agent can proft from receiving information from its neighboring agents
in having a wider perception of the traffc, but in others (i.e. when local links have low traffc), local
information might be good enough. In these situations, the second agent type acts considering local
information about the environment (when it considers the local state) indicates a direction with more
stopped vehicles; otherwise it uses the information received from its neighbors. We call this process
the selective behavior, since the agent selects the situation where to use the received information. This
type of agent has 12 possible states: 3 local states plus 9 states from its neighbors.
The last type of agent is the one that uses complete information received by its partners with its local
information to compose the states. This type of agent has 27 (3
3
) possible states: 3 states of its own and
3 states from each partner. In this scenario we consider that the agents are always reachable if there are
no changes in the topology of the traffc network (i.e.: removing one traffc light).
Another issue for DUTC is when we have coordinated traffc lights forming a green wave. In
this case, all the agents from a given street must have a synchronized timing (offset) in order to allow
vehicles crossing through several junctions without stopping.
Scenario and Experiments
For the experiments we use the ITSUMO (Silva et al. 2006) microscopic traffc simulator to simulate a
9x9 Manhattan scenario with 81 intersections, each controlled by traffc lights. This simulator uses the
Nagel-Schreckenberg model, previously described. Each agent controls one traffc light and all decisions
are local. Figure 3 shows the graphical representation of the network. The 81 nodes correspond to RL
controlled traffc lights and the street segments are represented as directed (one-way) links, with 300m,
having a maximum allowed velocity set to 15m/s (3 cells/second). Each link has a capacity of 60 stopped
vehicles, so the total amount of stopped vehicles in the scenario is 10,800. In all experiments we do not
consider the input links in the total sum, since they are directly connected to the input mechanism and
have a large number of stopped vehicles trying to get in the network. The maximum number of stopped
vehicles is limited to 8,640. Each street has a source and a sink, located at the beginning and at the end
of the street, respectively, and they are not shown in the network representation. Vehicles are inserted
by sources and removed by sinks and do not change direction (i.e.: a vehicle inserted at the beginning
of street A will be removed at the end of this same street, after crossing the junction A9). As for
the insertion rates, we used a 4/10 probability of a vehicle being inserted on each source located on the
South or in the North, at each time step, approximately 900 vehicles/hour. On sources located on nodes
beginning at East and West (horizontal streets), there is a 1/10 probability of a vehicle being inserted at
each time step, approximately 360 vehicles/hour. This means that there is a high insertion rate in the
North and South sources and a low to medium insertion rate in the East and West sources.
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Multiagent Learning on Traffc Lights Control
When arriving at the sinks vehicles are immediately removed. For instance, a vehicle inserted in
the network by the source of A street with North direction will be removed at the end of the street.
Vehicles may have a deceleration probability, which indicates a chance of reducing the speed without
apparent reason (i.e.: no other vehicle blocking). This is aimed at modeling the phenomenon of jams
out of nothing, i.e. a source of noise in the network which causes traffc jams. Our experiments were
made in three different scenarios considering the deceleration probability: no deceleration, and prob-
ability of deceleration of 5/100 or 1/10. Of course higher deceleration probabilities generate more noisy
traffc patterns.
Even though decisions are local, we can assess how well the mechanism is performing by measur-
ing global performance values as the traffc authority is normally interested in the welfare of the whole
system. By using reinforcement learning to optimize isolated junctions, we implement decentralized
controllers and avoid expensive processing of a central controller.
As a measure of effectiveness for the control systems, the performance is the total number of stopped
vehicles. After the discretization of the traffc measure the state of each link can be empty, regular or
full, based on the number of stopped vehicles (queue length). The state of an agent is given by the
states of the links arriving in its corresponding traffc light. There are three possible local states for
each agent, namely:
EQUAL: when the incoming links from the two directions are at the same state;
NORTH/SOUTH: when the incoming links from North and South directions have longer queues
than the links from the other direction;
EAST/WEST: when the incoming links from East and West directions have longer queues than
the links from the other direction.
Figure 3. Representation of the traffc network
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Multiagent Learning on Traffc Lights Control
The reward for each agent is based on the average number of waiting vehicles at the incoming links
(average queue size). We consider three possible values for each link: 0 (if the average is lower of equal
to 5 vehicles), 1 (from 6 to 10 vehicles) and 2 (11 or more waiting vehicles). The reward is higher when
there are few stopped vehicles; if the queues are long (to many stopped vehicles) the reward is low.
For this scenario, where the agents have only two input links, the reward function is calculated using
Equation 2.
(2)
1.0-( 2 ( state of link 1 + state of link 2 ) |( state of link 1 -state of link 2 )|)
Reward =
10.0

So, the maximum reward is 1 (no queue is longer than 5 vehicles at any link) and the lowest is 0.2
(when the queues are long in all incoming links).
The system performance is evaluated for the whole traffc network by adding up the number of
stopped vehicles over all links (total stopped vehicles on the network), excluding links directly con-
nected to sources.
Traffc lights usually have a set of signal plans. A signal plan is a set of timing and traffc movements
(stage) specifcations. We have two scenarios concerning the traffc plans in both scenarios. Each traffc
agents has three plans with two phases: one allowing green time to direction north-south (NS), and other
to direction east-west (EW). In the frst scenario, the plans are not coordinated, so there is no offset
time on those plans. Each of the three signal plans uses different green times for phases:
Signal plan 1: gives equal green phase duration time for both phases;
Signal plan 2: gives priority to the vertical direction;
Signal plan 3: gives priority to the horizontal direction.
All signal plans have cycle time of 60 seconds and phases of either 42, 30 or 18 seconds (70% of cycle
time for the preferential direction, 50% of cycle time and 30% of cycle time for non-preferential direc-
tion). The signal plan with equal phase times allows 30 seconds of green time for each direction (50% of
the cycle time); the signal plan which prioritizes the vertical direction allows 42 seconds of green time
to the phase N/S and 18 seconds to the phase E/W; and the signal plan which prioritizes the horizontal
direction allows 42 seconds of green time to the phase E/W and 18 seconds to the phase N/S.
In the second scenario, all agents have 2 pre-coordinated plans, so a specifc offset time was set to
each plan, allowing a green wave formation among adjacent agents in a specifc direction. All plans
follow the same priority as the plans without offset. Here, instead of only giving priority to one direc-
tion, this direction has a specifc offset for coordinating with the previous traffc light. In this way, we
have created more dependent actions. The agents action consists of selecting one of the three signal
plans at each 120 seconds (simulation time steps). We use a 12-hour simulation time (43,200 steps) in all
simulations; however, the fgures show only 36,000 steps, since the frst two hours are the traffc adap-
tation and learning period. We have made 10 simulations for each scenario and the presented graphics
are relative to the average over those simulations.
Figure 4 shows a comparison of the performance of the three agent types in the same scenario with
coordinated plans. In this scenario the agent with more information (27 states), which always considers
the information received from its neighbors, has the better performance (lower number of stopped ve-
hicles) compared to the others. The agent type with 3 states achieved the worst results in this scenario.
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Multiagent Learning on Traffc Lights Control
Figure 4. Performance in the scenario with no deceleration and coordinated plans
Figure 5. Performance in the scenario with no deceleration and without coordinated plans
This result indicates that in this scenario, the agents with 27 states are using the information received to
have a better view of the environment, meaning that the local information is not suffcient for an agent
in this scenario to have a good performance.
Figure 5 shows the result for the three types of agents in a scenario with no deceleration and non-co-
ordinated plans. The agent type with more information (27 states) has the lower performance compared
317
Multiagent Learning on Traffc Lights Control
with the others, it happened the contrary in the scenario with coordinated plans (Figure 4). This shows
that having information is not suffcient f the other agents are not acting in a coordinated way.
Coordinated plans are pre-defned considering that the vehicles are all having an expected velocity
but deceleration generates a different average velocity. In Figure 6 we perceive that the more informed
agent has in average, the same performance as the other two kinds of agents. The difference seen here
is in the stability of the result. The agents are trying to learn co-related actions (coordinated plans) in
a too noisy scenario, leading to an unstable behavior. In the case where the actions are not directly
related, Figure 7, the agents have a more stable performance and the more informed agent type is the
agent with the best performance.
When we set the deceleration probability to 1/10, the noise in the scenario is too high for coordinated
plans to work. Since the coordinated plans where made considering a given average velocity to cross
the street, this velocity cannot be guaranteed with a 1/10-deceleration probability. Figure 8 shows that
all three learning types have almost the same performance, similar to the performance seen on Figure
6. This result indicates that in some cases, increasing the information does not increase the agents
performance.
In Figure 9 we see that the agent that uses more information only when needed (12 states) adapts
slightly better to a very noisy scenario. An interesting fact in this result is that the agent with 3 states
has the same performance than the agent type with more information, confrming the results seen on
Figure 8. This indicates that in a same scenario, the agent that only uses local information (with 3 pos-
sible states) might have a better performance compared with the agent with complete information (27
states).
Table 1 shows a summary of the presented results, including the values of the averages and standard
deviations of all the experiments.
Figure 6. Results in the scenario with 5/100-deceleration and coordinated plans
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Multiagent Learning on Traffc Lights Control
Figure 7. Performance in the scenario with 5/100- deceleration probability without coordinated plans
Figure 8. Results in the scenario with 1/10-deceleration probability and coordinated plans
CONCLUSION
This chapter has presented a study of cooperative reinforcement learning applied on the traffc control
scenario. Cooperative reinforcement learning agents can learn better than independent agents by sharing
information about the environment. Our experiments show that extra information can have a negative
319
Multiagent Learning on Traffc Lights Control
interference in the agent learning if the information is unnecessary. Also, noise in the traffc patterns
and the inter-dependencies among the agents actions are also very relevant factors to consider when
there is a need to decide among three different possibilities: if we are going to use shared information,
only local information, or if we are going to have a mid-term solution.
The applicability of this kind of the proposed distributed control on traffc regulation demands an
infrastructure composed by: 1) traffc detectors, for the link state; 2) some kind of communication
among neighboring junctions (wireless or wired), in the case of information exchange; and 3) a dedicated
microprocessor at each junction, for running the Q-learning algorithm. In a future work, we intend to
Figure 9. Performance in the scenario with 1/10-deceleration probability
Table 1. Results summary
Deceleration States
Coordinated Plans Non-Coordinated Plans
Average Std. Dev. Average Std. Dev.
No deceleration 3 924.72 68.80 1520.36 109.94
12 751.34 63.33 1579.19 122.46
27 575.59 64.76 1834.66 132.56
5/100 3 1156.34 112.50 1693.48 138.26
12 1126.45 93.97 1589.92 132.22
27 1138.00 109.37 1823.36 161.32
1/10 3 1324.95 106.30 1907.66 171.37
12 1269.55 53.73 1757.15 156.55
27 1335.13 79.45 1881.61 185.66
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Multiagent Learning on Traffc Lights Control
continue testing the three agent types viewed here on different scenarios (less regular fow, irregular
topologies, etc) and also create more adaptive view of the states.
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Bernstein, D. S., Givan, R., Immerman, N., & Zilberstein, S. (2002). The complexity of decentralized
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Camponogara, E., & Kraus Jr., W. (2003). Distributed Learning Agents in Urban Traffc Control. In:
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Diakaki, C., Dinopoulou, V., Aboudolas, K., Papageorgiou, M., Benshabat, E., Seider, E., & Leibov, A.
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Oliveira, D., Bazzan, A. L. C., & Lesser, V. (2005). Using Cooperative Mediation to Coordinate Traffc
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Oliveira, D., Bazzan, A. L. C., Silva, B. C., Basso, E. W., Nunes, L., Rossetti, R. J. F., Oliveira, E. C.,
Silva, R., & Lamb, L. C. (2006). Reinforcement learning based control of traffc lights in non-stationary
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Panait, L., & Luke, S. (2005) Cooperative Multi-Agent Learning: the state of the art. Autonomous Agents
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Sutton, R. S. & Barto, A. G. (1998). Reinforcement Learning: An Introduction. Cambridgem, MA: MIT
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Section III
Logistics and Air Traffc
Management
323
Chapter XVI
The Merit of Agents in Freight
Transport
Tams Mhr
Almende/TU Delft, The Netherlands
F. Jordan Srour
Rotterdam School of Management, Erasmus University, The Netherlands
Mathijs de Weerdt
TU Delft, The Netherlands
Rob Zuidwijk
Rotterdam School of Management, Erasmus University, The Netherlands
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
While intermodal freight transport has the potential to introduce effciency to the transport network,
this transport method also suffers from uncertainty at the interface of modes. For example, trucks
moving containers to and from a port terminal are often uncertain as to when exactly their container
will be released from the ship, from the stack, or from customs. This leads to much diffculty and inef-
fciency in planning a proftable routing for multiple containers in one day. In this chapter, the authors
examine agent-based solutions as a mechanism to handle job arrival uncertainty in the context of a
drayage case at the Port of Rotterdam. They compare their agent-based solution approach to a well-
known on-line optimization approach and study the comparative performance of both systems across
four scenarios of varying job arrival uncertainty. The chapter concludes that when less than 50% of
all jobs are known at the start of the day then an agent-based approach performs competitively with
an on-line optimization approach.
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The Merit of Agents in Freight Transport
INTRODUCTION
Scheduling the routes of trucks to pick-up and deliver containers is a complex problem. In general such
Vehicle Routing Problems (VRPs) are known to be NP-complete and therefore inherently hard and time
consuming to solve to optimality (Toth & Vigo, 2002). Fortunately, these problems have a structure that
can facilitate effcient derivation of feasible (if not optimal) solutions. Specifcally, the routes of differ-
ent trucks are more or less independent. Such locality in a problem is a frst sign that an agent-based
approach may be viable.
Modeling and solving a VRP by coordinating a set of agents can bring a number of advantages over
more established approaches in the feld of operations research even when using state of-the-art mixed
integer solvers such as CPLEX (ILOG, Inc., 1992). Agent advantages include the possibility for distrib-
uted computation, the ability to deal with proprietary data from multiple companies, the possibility to
react quickly on local knowledge (Fischer et al., 1995), and the capacity for mixed-initiative planning
(Brckert et al., 2000).
In particular, agents have been shown to perform well in uncertain domains. That is, in domains
where the problem is continually evolving (Fischer et al., 1995). In the VRP, for example, a very basic
form of uncertainty is that of job arrivals over time. To the best of our knowledge, however, the effect
of even this basic level of uncertainty on the performance of agent-based planning in a realistic logistics
problem has never been shown.
We think it is safe to assume, based on its long history, that current practice in operations research
(OR) outperforms agent-based approaches in settings where all information is known in advance (static
settings). However, in situations with a high level of uncertainty, agent-based approaches are expected
to outperform these traditional methods (Jennings & Bussmann, 2003).
In this chapter we investigate whether a distributed agent-based planning approach indeed suffers
less from job arrival uncertainty than a centralized optimization-based approach. Our main contribu-
tion is to determine at which level of job arrival uncertainty agent-based planning outperforms on-line
operations research methods. These results can help transportation companies decide when to adopt an
agent-based approach, and when to use an on-line optimization tool, depending on the level of uncer-
tainty job arrivals exhibit in their daily business.
In the next section we provide a survey of current work on agent-based approaches to logistics
problems. We then introduce the case of a transportation company near the port of Rotterdam. Based
on this literature review and the specifc nature of our case study VRP, we propose a state-of-the-art
agent-based approach where orders are auctioned among trucks in such a way that each order is assigned
to the truck that can most effciently transport the container. Moreover, these trucks continuously negoti-
ate among each other to exchange orders as the routing situation evolves. This agent-based approach is
fully described in this chapter. We follow this description with a description of the centralized on-line
optimization approach used in comparison to our distributed agent-based system. The structure of our
test problems and the computational results are covered in the next to last section. In the fnal section
we discuss the consequences of our results, summarize our advice to transportation companies, and
give directions for future work.
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The Merit of Agents in Freight Transport
LITERATURE SURVEY
In their frequently cited 1995 paper, Fischer et al. argued that multi-agent models ft the transportation
domain particularly well. Their main reasons were that (i) the domain is inherently distributed (trucks,
customers, companies etc.); (ii) a distributed agent architecture can cope with multiple dynamic events;
(iii) commercial companies may be reluctant to provide proprietary data needed for global optimization
and agents can use local information; and (iv) inter-company cooperation can be more easily facilitated
by agents. To illustrate the idea, the authors also provided a detailed agent architecture for transportation
problems that evolve over time thereby exhibiting uncertainty over time. This architecture makes a dis-
tinction between a higher and a lower architectural level. At the higher level, company agents negotiate
over transportation requests to eliminate ill-ftting orders. On the lower level, truck agents (clustered
per company) participate in simulated market places, where they bid on offered transportation orders.
Truck agents use simple insertion heuristics to calculate their costs and use those costs to bid on auc-
tions implementing an extended contract net protocol (Smith, 1980). Although the heuristics that agents
use to make decisions are rather crude, the authors suggested that in dynamic problems (problems with
high uncertainty), such methods survive better than sophisticated optimization methods.
Fischer et al.s (1995) bi-level approach recognizes that one shortcoming of a fully distributed system
is that agents only have access to local information. The need to balance between the omniscience of a
centralized model and the agility of a distributed model was similarly recognized by Mes et al. (2007).
They also introduce a higher level of agents, but with a different role than the high-level agents of
Fischer et al (1995). Mes et al.s (2007) two high-level agents (the planner and the customer agent) gather
information from and provide information to agents assigned beneath them. The role of the higher level
agents is to centralize information essential for the lower level agents to make the right decisions.
Some researchers have gone even further in proposing centralized agent-based models. These re-
searchers focused on centralizing the problem information to be able of make better distributed decisions.
In one of the few models that has actually been applied in a commercial company, Dorer and Calisti
(2005) cluster trucks geographically, using one agent per cluster. This way, one agent plans for multiple
trucks. They use insertion heuristics to initially assign orders to trucks, and then use cyclic transfers
(Thompson & Psaraftis, 1993) to enhance the solution. In an even more centralized model, Leong and
Liu (2006) use a fully centralized optimizer to initialize the agents. The agents role is then to change
the plans as events are revealed. The authors analyze the performance of their model on a selection of
Solomon benchmark sets, and show that it performs competitively.
As noted previously, however, the move towards centralization can hinder the ability of the agents to
react quickly on local information. Given the uncertain environment of our problem, we are interested in
the competitiveness of a system with fully distributed agents. One example of a fully distributed agent
approach in the transportation domain is that of Brckert et al. (2000). They proposed a more detailed
(holonic) agent model. They distinguished truck, driver, chassis, and container agents that have to form
groups (called holons) to serve orders. Already formed holons use the same techniques to allocate tasks
as Fischer et al. (1995), but the higher agent level is omitted, since they model only a single company
case. The main focus of their research is computer-human cooperative planning, and they do not test
their model extensively against other models.
Generally, the decision to use a distributed approach is based on the expectation (included already in
the reasons of Fischer et al., 1995) that distributed models handle uncertainty better. The agent architec-
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The Merit of Agents in Freight Transport
ture in these fully distributed models is completely fat, the models avoid centralizing information, and
agents can use only local information when making decisions. Having lost the power of using (partial)
global information, distributed agents need other ways to enhance their performance.
In the model of Fischer et al. (1995), as well as in the models of many of their followers, agents use
simple approximation techniques to make decisions. In the related domain of production planning,
Persson et al. (2005) embed optimization in the agents to improve local decisions. They show that op-
timizing agents outperform the approximating agents, but they also show that central optimization still
outperforms the optimizing, but distributed agents.
While Persson et al. (2005) concentrated on making optimal decisions within agents there is still a
need to coordinate between the distributed agents. For example, in the transport problem context, when
orders are assigned to trucks sequentially, at every assignment the truck with the cheapest insertion gets
the order. Later, however, it might turn out that it would be cheaper to assign the same order together
with newly arrived orders to another truck. From the truck point of view this means that trucks that bid
early and win assignments might not be able to bid later on more benefcial (better ftting) orders. This
problem is called the eager bidder problem (Schillo et al., 2002), and several researchers proposed
alternative techniques as solutions. Kohout and Erol introduce an enhancement process that works
between agents (1999). The process mimics a well known enhancement technique called swapping
or two-exchange (Cordeau et al., 2001). Kohout and Erol implement this swapping process in a fully
distributed way, and show that it yields signifcant improvement.
Perugini et al. (2003) extend Fischers contract-net protocol to allow trucks to place multiple possibly
conficting bids for partial routes. These bids are not binding; trucks are requested to commit to them
only when one of the bids is accepted by an order agent. Since auctions are not necessarily cleared before
other auctions are started, agents have a chance to change their mind if the situation changes. This
extension helps to overcome the eager bidder problem to some extent and thereby produces better results.
Another possible way to tackle the same problem is to use leveled commitment contracts introduced
by Sandholm and Lesser (2001). Leveled commitment contracts represent agreements between agents
that can be withdrawn. If a truck agent fnds a new order that fts better, it can decommit an already
committed order and take the new one. Hoen and La Poutr (2003) employ truck agents that bid for new
orders considering decommitting already assigned ones. They show that decommitment yields more
optimal plans in a single-company cooperative case.
Returning to Fischers reasoning, however, the primary reason for using distributed agent models is
that they are usually expected to outperform central optimization models in problem instances with high
levels of uncertainty. Taking this for granted, researchers usually show that their distributed algorithm
is better than the distributed algorithms of others. Experiments studying the behavior of distributed
methods over varying levels of uncertainty in comparison to centralized optimization methods are
generally absent from the literature (Davidsson et al., 2005).
If advanced swapping and decommitment techniques are used, can fully distributed agents perform
competitively with (or better than) centralized optimization in highly uncertain settings? Can the time
gained in doing local operations compensate for the loss of not considering crucial global information?
In our opinion these questions have not been fully answered. In this chapter, we construct a distributed
agent model using the most promising techniques as identifed in the agent literature and compare this
approach via experiments on a real data set to a state-of-the-art centralized on-line optimization ap-
proach. The lack of appropriate comparisons between agent-based approaches and existing techniques
for transportation and logistics problems possibly indicates a belief on the part of agent researchers that
327
The Merit of Agents in Freight Transport
agent-based systems outperform traditional methods (Davidsson et al., 2005). Our goal is to add cred-
ibility to this belief by studying a state-of-the-art agent-based system in comparison to a state-of-the-art
centralized optimization approach for a real-world dynamic transportation problem. In the following
section we defne in detail the exact VRP that we use to study both the distributed agent-based and
centralized optimization-based approaches.
VEHICLE ROUTING PROBLEM
Many of the agent-based approaches for vehicle routing problems are tested on generated data-sets.
These data-sets are usually constructed to test specifc features of the agent system often focusing on
the extreme ends of the performance spectrum. We, however, want to understand the potential of agent
solutions in the highly uncertain real world. To that end we are fortunate to have access to operational
data from a mid-sized Dutch logistics service provider (LSP) engaged in the road transport of sea con-
tainers. While the LSP that we study is active in several sectors, we focus only on the container division
which has a feet of around 40 trucks, handling an average of 65 customer orders each day.
The process of executing an order starts with receiving an order, generally one day before execution
is required. While the orders are often called in one day early, the company does not generally use this
information in planning routes or establishing schedules. This is due to the unreliable nature of the
order information and the resulting uncertainty encountered during execution. An order is a customer
request to the LSP for pickup and transport of a specifc container from a container terminal (in the
case of an import container) to the customer, with delivery within a certain time window. Arriving at
the customers requested location, the container is then unloaded, and the empty container is brought
back to a container terminal or empty depot. This concludes the order, and the truck is ready for its
next order. The process is reversed for export containers. What adds uncertainty to this process is that
not all containers are available at the time indicated in the received order: either they have not physi-
cally left the ship at the expected time or they are delayed for administrative reasons; e.g. an unsettled
payment or customs clearance. The LSP can only transport containers that have been released, and are
allowed to leave the container terminal. For this reason it is hard to optimize the system in a traditional
sense, since not all information is known beforehand, and will only become available at some point in
time during the day.
The planning and control of operations is currently performed manually by a team of three human
planners, who take care of order intake, arrange the proper amount of trucks based on the expected
workload, and assign current orders to trucks. Given the primarily manual method of operations, the
addition of a computerized decision support system may greatly enhance the proftability and scalability
of the LSPs operations. To formalize the structure of this case study problem we make several formal
assumptions:
Each demand is available for scheduling at the time it is announced. The announcement of a de-
mand includes all information on: the pick-up location (zip code), the customer location (zip code),
return drop-off location (zip code), and the required time windows for arrival at each of these three
locations.
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The Merit of Agents in Freight Transport
Loading and unloading at the terminals and customer takes time. Picking up a container requires
60 minutes; servicing the container at the customer requires 60 minutes; and returning a container
to the fnal terminal takes 30 minutes.
All travel times are measured according to data on the Benelux road network.
No time window violations are allowed; if a job is going to violate time windows then it is rejected
at a penalty.
The penalty for rejecting a job is equal to the loaded time of the job. Given the problem structure
defned here, loaded time serves as a proxy for revenue.
Given the demand structure, the truckload nature of the problem, and the fact that the truck must
remain with the container at the customer location, we bundle the pick-up, drop-off, and return
activities into one job. The loaded time of a job is then the time spanning the arrival at the pick-
up terminal through the completion of service at the return terminal -including all loading and
unloading times.
All trucks in the feet are equivalent.
Given this context, the objective of this vehicle routing problem is to derive a schedule in real-time
that serves as many jobs as possible at the least cost. Cost is defned here in terms of time, as the time
spent traveling empty (i.e. non-revenue generating travel) to serve all jobs in addition to the loaded time
penalty affliated with rejecting jobs. By adding a penalty for rejecting jobs equal to the loaded distance
(in terms of time) of each job, the obvious cost-minimizing solution of rejecting all jobs is avoided. In
this regard, it is important to note that in our setting the loaded distance of an order is approximately
four times as great as the empty distance incurred in serving that job.
AGENT-BASED APPROACH
Based on the agent-based modeling literature and the assumptions related to our problem as introduced
in the previous section, our goal is to design, using selected techniques from the literature, a distributed
agent model that can outperform a centralized optimization approach. Since we are primarily interested
in distributed agent models, we use an uncompromisingly fat architecture: no agents can concentrate
information from a multitude of other agents. The global idea of our agent-based planning system is to
apply an advanced insertion heuristic in a distributed setting and combine this with two heuristics for
making (local) improvements: substitution of orders, and random attempts for re-allocation of orders.
The only two kinds of agents that participate in this planning system are truck agents and order (or
container) agents.
Our order agents represent container orders. The particularity of container orders is identical to the
real-world case of the previous section in that they are described by the three stops required: a pick up
at a sea-terminal, a delivery at the customers, and a drop-off return at a possibly different sea-terminal.
With each of the three stops there is a time window and a service time associated, which are obeyed
by the trucks. Truck agents represent trucks with a single chassis, which means that they can transport
only one order at a time. They make plans in order to transport as many containers as they can.
Order agents hold auctions in order of their arrival, and truck agents bid in these auctions. This results
in partially parallel sequential auctions. Trucks may bid on multiple orders at the same time; these bids
are not binding. If a truck happens to win more than one order, it takes only the frst one. All the other
329
The Merit of Agents in Freight Transport
orders it won parallel to the frst one are rejected, which results in the rejected order agents starting a new
auction. Truck agents ultimately accept only one winning bid on parallel auctions as all bids submitted
in parallel are highly dependent on the order of previously won and accepted bids. In this way, in the
end, the orders are auctioned sequentially, even if they happen to arrive at the same time.
To clear an auction, order agents choose the best bid as winner, and respond positively to the win-
ner and negatively to the others. For this we chose a one-shot auction (and more specifcally, a Vickrey
auction [Vickrey, 1961]) for its computational effciency, as in the model of Hoen and La Poutr (2003).
If the winner confrms the deal, a contract is made. These contracts are semi-binding, so truck agents
might break it in order to achieve a better allocation.
At the heart of the agent model are the decisions truck agents make. The most important decision
they have to make is the bid they submit for a given order. Every truck agent submits a bid that refects
its cost associated with transporting the given order. This cost is a quantity in the time domain. To
calculate it, a truck considers inserting the new order into its plan, or alternatively substituting one of
the already contracted orders by the new one.
To calculate the cost of insertion, the truck agent tries to insert the new order in-between every
two adjacent orders in their plan (see Figure 1), plus at the beginning and the end. At every position, it
calculates the amount of extra empty time it needs to drive if this order is inserted there. Suppose that
an agent considers the position between container i and j, and calculates that the empty time the truck
needs to travel to pick up j after returning i is d
ij
. Here we use d
ij
to represent the distance (in time)
between the two jobs i and j, and d
ii
to denote the loaded distance of job i. The amount of extra empty
time the truck would need to drive for container l then equals ins
ij
l
= d
il
+ d
lj
d
ij
.
In addition to insertion, a truck agent also considers substitution (analogous to what others call
decommitment). To calculate the cost of substituting one of the already contracted orders by the new
Figure 1. Example of insertion
Figure 2. Example of substitution
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The Merit of Agents in Freight Transport
one, it sums up the cost components. The frst component is the insertion cost of the new order at the
place of the substituted order, the second component is the lost proft on the substituted order, and the
third component is a penalty term. For example, we compute the cost of substituting order j with order l
(subs
j
l
) in Figure 2. Here subs
j
l
=ins
ik
l
+proft
j
+d
jj
. The insertion term ins
ij
l
is the same as defned above.
The value of proft
j
is the difference of the price received for order j and its insertion cost: proft
j
=price
j

ins
ik
j
. This term represents the market position of the substituted order in the bid. If the competition for
order j is ferce, the proft on j would be low (since the second-best bid was hardly higher than the win-
ning bid). This results in a low substitution cost, therefore such orders are more likely to be substituted.
An order that is well suited for a specifc truck is likely to produce a high proft for that truck, therefore
it will have a high substitution cost. The last term in this expression, the amount of loaded time of order
j, serves as a penalty on substituting that job. Using such a penalty discourages the substitution of long
orders that may be harder to ft somewhere else. Additionally, the orders that are fnally rejected (those
that do not manage to make a contract with any truck agents) will be shorter, which will result in a bet-
ter total cost. Algorithm 1 describes how new orders are dealt with.
In addition to bidding on auctions for new orders, truck agents have another way to enhance the
overall solution. At random time intervals, every truck randomly selects an order in its plan and releases
it. Trucks never select the order they are currently serving and also not one, for which the execution is
about to begin (the pick-up time of the container is less than 10 seconds away this small time buffer is
selected to provide as much opportunity for route improvement as possible). Note, the same time limit is
also applied to the insertion and substitution decisions explained earlier. An order agent that is released
(just as those order agents that are substituted) initiates a new auction to fnd another place. In most
cases, these auctions result in the very same allocation as before the release. Nevertheless, sometimes
they do manage to fnd a better place and make a contract with another truck.
Whenever an order agent fnalizes a contract with a truck agent, it sends a message to all other order
agents to notify them about the changed plan of the given truck. This is important for order agents that
do not have a contract yet. Any change in the trucks plans may be their chance to fnd their place in
a truck. Those order agents will start an auction in response to the notifcation message in the hope of
fnally making a contract. To summarize the agent-based approach, let us list the main techniques that
characterize it:

1) Compute the extra costs for every possible insertion and every possible substitution.
2) Order the merged list of insertions and substitutions in increasing order of these costs.
3) Iterate over this list:
a) If the new orders time windows are violated, continue with the next alternative.
b) If a time window of an order after the new one is violated, continue with the next
alternative.
c) Else the cheapest feasible position is found. Return this position.
Algorithm 1. Insertion and substitution of orders
331
The Merit of Agents in Freight Transport
Orders are allocated to trucks via second-price auctions sequentially, at the time they become
known to the agent system.
Truck agents consider insertion and substitution of new orders in their plan. Substituted orders are
released from the truck. Released order agents hold a new auction to fnd another place. If a truck
cannot deliver an order within the time windows, it rejects it.
Truck agents randomly release contracted order agents. Randomly released order agents also hold
a new auction to fnd a place.
Order agents notify each other whenever they change the plan of a truck (make a contract). Rejected
orders (without a contract) thereby get a chance to hold a new auction and fnd a truck.
To evaluate this approach, we implemented a real-time truck simulator that we connected to the
agent system. Every truck agent assumes responsibility for a simulated truck. In the coupled agent-
truck-simulator system, agents send plans to trucks for execution. Simulated trucks drive along the road
network of the Benelux as the plans prescribe. They periodically report their position as well as their
activities to the agents. This way truck agents can follow the execution of the plans and make decisions
with the knowledge of what is happening in the (simulated) world.
Finally, we have a third element in the system, whose role is to monitor both the agents and the
simulator, thereby gathering all information necessary to evaluate the performance of the agents, and
to calculate the total cost of the routing. Just as described in the previous section, the ultimate objective
of the agents is to minimize the total cost of the routing which is specifed in terms of the time trucks
travel empty plus the loaded-travel-time penalty associated with rejecting a container. The next section
describes the on-line optimization approach that is used in comparison to the agent-based approach,
based on this total cost.
ON-LINE OPTIMIZATION APPROACH
To estimate the value of the agent-based solution approach (described in the previous section), we study
it in comparison to an optimization-based solution approach, refective of those currently embedded
in commercially available vehicle routing decision support software (DSS). We therefore examine two
optimization based solution approaches: (i) a mixed-integer program for solving the static a priori case
in order to provide a baseline benchmark, and (ii) an on-line optimization approach, comparable to the
agent approach, and designed to represent current vehicle routing DSS.
At the core of both the static a priori solution and the on-line optimization is a mixed integer pro-
gram (MIP) for a truck-load vehicle routing problem with time windows, which is passed to CPLEX
for solving (ILOG, Inc., 1992). This MIP is based on the formulation put forth by Yang et al. (1999).
The complete description of our modifcations to Yang et al.s MIP is the focus of this section. Before
introducing the notation and mathematical formulation for this problem, we begin with a small example
to illustrate exactly how Yang et al.s MIP works to exploit the structure of this truckload pick-up and
delivery problem with time windows. Imagine a scenario with three trucks and four jobs. The model
of Yang et al. is constructed such that it will fnd a set of least cost cycles describing the order in which
each truck should serve the jobs. For example, as depicted in Figure 3, the outcome may be a tour from
truck 1 to job 1, then job 2, then truck 2, then job 3, then back to truck 1. This would indicate that truck
332
The Merit of Agents in Freight Transport
1 serves job 1 and 2, while truck 2 serves job 3. The cycle including only truck 3 indicates that truck 3
remains idle. Similarly, the cycle including only job 4 indicates that job 4 is rejected.
Given the assumptions in Section 3, we designate the following notation for the given information.
K The total number of vehicles available in the feet.
N The total number of known demands.
d
ij
As introduced earlier, the travel time required to go fromdemand is return terminal to the pick-up ter-
minal of demand j. Note, if i =j then the travel time d
ii
represents the loaded distance of demand i.
k
i
d
0
The travel time required to move fromthe location where truck k started to the pick-up terminal of
demand i.
k
H i
d
The travel time fromthe return terminal of demand i to the home terminal of vehicle k.
v
k
The time vehicle k becomes available.
l
i
The loaded time required of job i (time frompick up at originating terminal to completion of service
at the return terminal). Note, l
i
=d
ii
.

i
The earliest possible arrival time at demand is pick-up terminal.

+
i
The latest possible arrival time at demand is pick-up terminal.
M A large number set to be 2max{d
ij
}.
Note:
i
-
and
i
+
are calculated to ensure that all subsequent time windows (at the customer location
and return terminal) are respected. Given the problem of interest, we specify the following two deci-
sion variables.
x
uv
A binary variable indicating whether arc (u, v) is used in the fnal routing;
u, v =1, , K+N

i
A continuous variable designating the time of arrival at the pick-up terminal of demand i.
Using the notation described above, we formulate a MIP that explicitly permits job rejections, based
on the loaded distance of a job.
Figure 3. Example of cyles in MIP structure
333
The Merit of Agents in Freight Transport

= =
+
= =
+ +
= =
+
+ +
N
i
K
k
k i K
k
iH
N
i
N
j
j K i K ij
K
k
N
i
i K k
k
i
x d x d x d
1 1
,
1 1
,
1 1
, 0
min
(1)
such that
1
1
=

+
=
N K
v
uv
x N K u + = ..., , 1 (2)
1
1
=

+
=
N K
v
vu
x N K u + = ..., , 1 (3)

0 ) (
1
, 0
+

=
+
K
k
i K k
k k
i i
x d N i ..., , 1 = (4)
ij i j i j K i K i K i K ij i
d l M Mx x d l + + + +
+ + + + , ,
) (
N j i ..., , 1 , = (5)

+

i i i
N i ..., , 1 = (6)
+

i
N i ..., , 1 = (7)
{ } 1 , 0
uv
x N K v u + = ..., , 1 , (8)
In words, the objective (1) of this model is to minimize the total amount of time spent traveling
without a proft generating load. This objective is subject to the following seven constraints:
(2) Each demand and vehicle node must have one and only one arc entering.
(3) Each demand and vehicle node must have one and only one arc leaving.
(4) If demand i is the frst demand assigned to vehicle k, then the start time of demand i (
i
) must be later than the
available time of vehicle k plus the time required to travel fromthe available location of vehicle k to the pick
up location of demand i.
(5) If demand i follows demand j then the start time of demand j must be later than the start time of demand i plus
the time required to serve demand i plus the time required to travel between demand i and demand j; if however,
demand i is rejected, then the pick up time for job i is unconstrained.
(6) The arrival time at the pick up terminal of demand i must be within the specifed time windows.
(7)
i
is a positive real number.
(8) x
uv
is binary.
Mathematically this model specifcation serves to fnd the least-cost (in terms of time) set of cycles
that includes all nodes given in the set {1, . . . , K, K +1,...,K + N}. We defne x
uv
, (u, v =1,...,K +N) to
indicate whether arc (u, v) is selected in one of the cycles. These tours require interpretation in terms
of vehicle routing. This is done by noting that node k, (1 k K) represents the vehicle k and node K
+ i, (1 i N) corresponds to demand i. Thus, each tour that is formed may be seen as a sequential
assignment of demands to vehicles respecting time window constraints.
The model described above is used to provide the optimal (yet realistically unattainable) lower
bound for each day of data in each scenario. We denote this approach as the static a priori case. In this
case, we obtain the route and schedule as if all the jobs are known and we have an unlimited amount
of time to fnd the optimal solution. Thus, not only is this lower bound realistically unattainable due to
334
The Merit of Agents in Freight Transport
a relaxation on the amount of information available, but also due to a relaxation on the amount of time
available to CPLEX for obtaining the optimal solution. In this way, because the problem instances are
relatively small (note, using this MIP structure CPLEX can handle a maximum of about 100 jobs and
about 50 Trucks, yet our instances are only 34 trucks and 65 jobs) we are able to uncover the optimal
solution for all 26 problem instances across all four uncertainty scenarios.
In order to provide a fair comparison with the agent-based approach, the MIP is then manipulated
for use in on-line operations. In our on-line approach, this MIP is invoked at 30 second intervals. At
each interval, the full and current state of the world is captured, and then encoded in the MIP. This
snapshot of the world includes information of all jobs that are available and in need of scheduling,
as well as the forecasted next available location and time of all trucks. The MIP is then solved via a
call to CPLEX. The decision to use 30 second intervals was driven by the desire to be comparable to
the agent-based approach while still providing CPLEX enough time to fnd a feasible solution for each
snapshot problem. The solution given by CPLEX is parsed and any jobs that are within two intervals
(i.e. 60 seconds) of being late, if travel is not commenced in the next interval, (i.e. missing the time
specifed by
i
in the latest plan) are permanently assigned. Any jobs that were designated for rejection
in the solution are rejected only if they are within two intervals of violating a time window; otherwise
they are considered available for scheduling in a subsequent interval. The procedure continues in this
fashion until the end of the working day at which point all jobs have been served or rejected.
The test problems and the results from the static a priori benchmark, the on-line optimization, and
the agent-based solution approach as applied to these test problems are the topic of the next section.
COMPUTATIONAL EXPERIMENTS
In this section we report the computational results on the performance of the agent-based approach in
comparison to the optimization-based approach. The frst subsection describes how the test problems
were generated and the second subsection presents the results of these tests.
Test Problems
The data we used for our experiments was based on data provided to us by the LSP described in Section
3. In all, we were given the execution data from January 2002 to October 2005 as well as the data from
January 2006 through March 2006. We could not, however, simply use this data in its raw form. We frst
had to make multiple corrections to the customer address felds as many addresses referred to postal
boxes and not to the physical terminal locations. After cleaning the address felds, we then extracted
a random sample of jobs from the original data-set in order to generate a set of 26 days with 65 orders
per day. The company from which these data are taken serves between 50 and 80 jobs per day, thus 65
jobs per day represents the average daily job load.
As discussed before, each order consists of a pickup location, customer location, and return location.
To standardize the data for our experimental purposes we specifed time windows at all locations as
follows: for the terminals (the pickup and return locations) the time windows span a full twelve hour
work day from 6am to 6pm and the time windows at the customer locations are always 2 hours. The
start of the 65 customer time windows occurs throughout the working day in accordance with the data
provided by the LSP, which roughly follows a uniform distribution. Given the variation in customer
335
The Merit of Agents in Freight Transport
locations, the workload per day varies similarly. On average each job requires approximately 4.2 hours
of loaded distance. When the routing is optimal in the case that all jobs are known at the start of the
day the average empty time per job is approximately 25 minutes.
Given our interest in determining how the agent solution performs on this pick-up and delivery
problem with time windows and order arrival uncertainty, we further rendered our 26 days of data into
four separate scenarios with varying levels of order arrival uncertainty. This was done by altering the
arrival times of the orders, i.e., the time at which the order data is revealed to the LSP. We generated
these points in times over the day using a uniform distribution. We used such a uniform distribution
as the original data did not show a ft with other distributions. The four different scenarios refecting
different levels of order arrival uncertainty were:
Scenario A: All orders (100%) are known at the start of the working day, 6AM.
Scenario B: About half of the orders (50%, selected randomly from the 65 jobs) are known at the
start of the working day, 6AM. The other half of the orders arrive two hours before the start of
the customer location time window (i.e., four hours before the end of the customer location time
window, leaving slightly less than two hours on average before the latest departure time from the
pickup location).
Scenario C: Only seven of the jobs (10%, selected randomly from the 65 jobs) are known at the
start of the working day, 6AM. The remaining 58 jobs arrive two hours before the start of the
customer location time window.
Scenario D: None of the jobs (0%) are known at the start of the working day. All 65 jobs arrive
two hours before the start of the customer location time window.
If we classify these scenarios in terms of the effective degree of dynamism for vehicle routing prob-
lems with time windows as developed by Larsen et al. in 2002 then values of dynamism for Scenarios
A, B, C, and D are .5, .7, .8, and .9, respectively. Noting that this form of measuring uncertainty may
range from 0 to 1 with 1 being the most uncertain then we may say that our test problems range from
partially uncertain to mostly uncertain.
Computational Results
All three solution approaches were applied to each of the 26 days of data in the four scenarios. The
mean cost over the 26 days of these experiments may be seen in Figure 4. From this graphical depic-
tion, the on-line optimization procedure clearly outperforms the agents only in Scenario A. In fact, in
Scenario A in which all information is known at the start of the day, the on-line optimization performs
at a level quite close to the realistically unattainable benchmark optimal. The on-line optimization does
not, however, achieve optimal in Scenario A as the snapshot problem in the frst 30 second interval
represents the full problem size; a size for which fnding the optimal solution in thirty seconds is quite
diffcult. In all cases, CPLEX does, however, provide a feasible solution which can then be improved in
future intervals. In the remaining three scenarios, however, the agents perform at a level competitive
to the on-line optimization.
To fully understand the competitive nature of the agents in the dynamic settings of Scenarios B,
C, and D a t-test was performed to determine if the average total cost of the routing solutions were
statistically equivalent. The results of these tests may be seen in Tables 1 and 2. From these results we
336
The Merit of Agents in Freight Transport
Figure 4. Mean over 26 days of the total cost for the three approaches across the four scenarios; bars
indicate one standard deviation

A B C D
On-line Opt. 28.07 .38 34.09 .70 36.06 .92 36.24 .95
Agents 36.4 .64 35.37 .86 36.81 .80 35.85 .64
Table 1. Mean standard error over 26 days for on-line optimization and the agent-based approach on
the total cost for scenarios A, B, C, and D
may conclude that for the reality-based datasets used in this study, agent-based solution approaches
perform competitively with the on-line optimization when at least half of the jobs is unknown at the
start of the day.
While the study of total cost and associated t-test results are promising for the agent approach, we
must also look at the portion of this total cost due to the job rejection penalty and the portion of the cost
due to empty travel time. Figure 5 depicts the penalty of rejected jobs on the left axis and the number
of jobs rejected on the right axis. Note, we do not include the a priori optimal in this fgure as no jobs
were rejected using this approach. While the on-line optimization demonstrates a clear trend in the
number of rejections (the more dynamic the setting the more jobs are rejected at a higher penalty), the
agent approach does not demonstrate any trend. In comparing Figure 5 and Figure 6, it is clear that this
irregular job rejection trend of the agent approach is having a signifcant impact on the trend in the total
cost of the agent approach (see Figure 4).
Figure 6 depicts the average number of hours spent traveling empty in the routing solution provided
by each approach in the four scenarios. From this fgure, all three approaches show a general trend
toward an increased level of empty travel with an increased level of uncertainty. Interestingly, however,
the agent approach shows far more stability in this regard. In this sense we may conclude that despite
337
The Merit of Agents in Freight Transport
the agents poor performance in our less uncertain settings, they are, however, less susceptible than on-
line optimization to the effects of high uncertainty. Yet, in the end, both systems perform comparatively
well in the most uncertain setting.
DISCUSSION
In this chapter, we studied an on-line truckload vehicle routing problem arising from a real-world case
study. We described a state-of-the-art agent-based solution approach and compared that approach to a
well known on-line optimization approach. The computational results, from 26 days of data spanning
four different scenarios representing various levels of job arrival uncertainty, indicate that the agent-
based approach is highly competitive in cases where less than 50% of the jobs are known in advance.
Given these results, agents should be considered as a viable decision support mechanism for trans-
portation planners that must cope with uncertain job arrivals. If, however, the job arrival environment
A B C D
Calculated t-value 11.16 1.16 .61 .34
Tabulated t-value 2.01 2.01 2.01 2.01
Result Reject Fail to Reject Fail to Reject Fail to Reject
Table 2. Results of the t-test on the null hypothesis that the means of the total cost of the two datasets
are equal (with .05 signifcance)
Figure 5. Job rejection in terms of penalty (left axis) and number of jobs rejected (right axis) for the
on-line optimization and agent approaches across four scenarios

338
The Merit of Agents in Freight Transport
is relatively static, that is more than half of the jobs are known at the start of the day, then optimization
should remain the tool of choice. Admittedly, this recommendation carries the following caveat. The
agents do suffer a certain level of instability as refected in the lack of a trend in job rejections relative
to the level of uncertainty. The reason is that while job rejection is explicitly handled in the optimiza-
tion model, it is implicit in the agent model. When an agent rejects an order, it has no way of knowing
whether other agents will reject it too. In general, it is therefore more diffcult to implement a global
notion such as the number of rejected orders in an agent approach. In practice, a transportation provider
must be very explicit about routing priorities. If a consistent or predictable level of job rejections is
important then on-line optimization is a better choice.
One of the reasons that the agent-based solution performs consistently in terms of empty distance
traveled is because of the sequential auction method used to handle jobs that arrive simultaneously.
Thus, in Scenario A, in which the uncertainty is low, the agents must run many auctions at the start of
the day; on-line optimization on the other hand may exploit all of this information at once to obtain a
near optimal solution. In Scenario D, on the other hand, the agents approach the auctions in very much
the same way as in Scenario A except that they are spread more evenly over time. In contrast the on-
line optimization is forced to adopt job assignments that may preclude the assignment of jobs arriving
late in the day.
In short, agent-based systems perform well in settings where less than half of all jobs are known
in advance. Agents do, however, present issues concerning tractability in terms of rejected jobs. The
number and penalty of rejected jobs is particularly variable with no clear trend across the four scenarios.
Finally, in steep contrast to the online optimization, the agents used in this study are not well suited to
exploit large batches of job arrivals; agents tend to perform better when a small number of jobs arrive
evenly spaced through out the planning horizon.

Figure 6. Time spent traveling empty for the three approaches across the four scenarios
339
The Merit of Agents in Freight Transport
Noting from these cases the impact of clumped job arrivals on the two approaches brings us to our
frst extension of this work. We recommend that both systems be tested across several problem sizes
and a variety of uncertain job arrival patterns to truly understand the effect of clumped job arrivals.
Turning now to the theme of uncertainty, job arrival uncertainty as studied here represents only one
narrow defnition of uncertainty. A simple extension to this defnition by including variable numbers
of jobs across the days (i.e. each day would have a different number of jobs taken from the range 50 to
80) will provide additional insight on the strengths and weaknesses of agents in handling uncertainty.
Furthermore examining other sources of uncertainty in the transportation domain, such as loading,
unloading, and travel time variability, will not only add realism to the study, but will also yield a more ro-
bust view on the benefts and drawbacks of an agent approach as compared to centralized approaches.
Another extension of this work is the introduction of optimization into the agent approach. In this
way, the agents may be able to capitalize on the beneft of optimization in less uncertain situations and
the beneft of local heuristics in more uncertain situations. We conclude by stating that agent-based ap-
proaches may have even greater benefts when we consider modeling other forms of uncertainty such as
travel time uncertainty, loading and unloading time uncertainty, and so forth. The feld for agent-based
approaches to the VRP is wide open, but should also be carefully explored to ensure that the practical
everyday needs of real-world transport planners are met.
ACKNOWLEDGMENT
The authors would like to thank Hans Moonen for his help in retrieving and constructing the data set
used for the experiments in this chapter. Furthermore, this work is partially supported by the Technol-
ogy Foundation STW, applied science division of NWO, and the Ministry of Economic Affairs of the
Netherlands. Finally, the authors gratefully acknowledge the comments provided by three anonymous
reviewers.
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342
Chapter XVII
Analyzing Transactions Costs
in Transport Corridors Using
Multi Agent-Based
Simulation
Lawrence Henesey
Blekinge Institute of Technology, Sweden
Jan A. Persson
Blekinge Institute of Technology, Sweden
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSTRACT
In analyzing freight transportation systems, such as the intermodal transport of containers, often direct
monetary costs associated with transportation are used to evaluate or determine choice of Transport
Corridor. In forming decisions on Transport Corridor cooperation, this chapter proposes that transac-
tion cost Simulation modelling can be considered as an additional determinant in conducting Transport
Corridor analysis. The application of Transaction Costs theory in analyzing the organisational structures
and the transactions that occur, assists in indicating as to which governance structure results in higher
effciencies. The use of Multi-Agent based Simulation for modelling the organisational structure and
mechanisms provides a novel approach in understanding the organisational relationships in a regional
Transport Corridor.
1. INTRODUCTION
The purpose of this chapter is to apply elements from Transaction Costs economic theory in the design
of a conceptual computer Simulation model for analysing cooperation choice of Transport Corridor.
343
Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
The Simulation model adopts a Multi-Agent approach in coordinating the intelligent behaviour among
a collection of autonomous Agents representing actors involved in the transportation of goods. This
technological approach implies that the Agents would be modelled to represent both users and provid-
ers in a Transport Corridor for Simulation and analysis. The Agents would be seeking to satisfy their
own goals rather than searching an optimal organisational solution. Contracts and negotiations could
be simulated and organisational structures analyzed, i.e., market, vertical and contract. The applica-
tion of Transaction Costs theory would assist in explaining or predicting the behaviour of actors in a
Transport Corridor. Additionally, Multi-Agent based Simulation (MABS) could assist in analysing the
decisions that are infuenced by the different levels of Transaction Costs, such as whether shipping
lines should purchase or build their own Terminals as opposed to using Terminals of others (make or
buy). The research question that is studied is: how can agent-based technology be used in analyzing
the Transaction Costs and organisational structures in a Transport Corridor?
A market has to exist frst before governance structures can be formed (Klos 2000). Therefore the
objective of the research presented in this chapter is to analyze how the real organisations represented
as Agents and their transactions, which are incorporated in a model, infuence the choice of a suitable
structure for organisation in a Transport Corridor. In order to achieve this objective, we study goods
transferred through the entire transport chain, from origin to fnal destination, in the most effcient
manner, i.e., cost- and time-effective. Some examples of cooperation in transport chains are:
the use of a common standard, e.g. an ISO container, may create strong interconnectivity with
other actors in the organisation of shipping.
improve the operations and utilization of resources. For instance, it is important that time tables
meet customer requirements.
use of new technologies which may help to bind frms closer, settle claims and develop trust.
The chapter is structured as follows: In Section 2 a description of transaction cost theory is presented.
The components that are to be represented by Agents, in a generic Transport Corridor are described in
Section 3. A Simulation architecture based on a MABS approach is presented in Section 4. The model
and design of the simulator is outlined in Section 5. Finally, in Section 6, we discuss our conclusions
and provide an outlook onto future work.
2. DESCRIPTION OF TRANSACTION COST THEORY
In the book The Nature of the Firm (Coase, 1937), Ronald Coase observed that market prices often
govern the relationships between frms, known as transactions. Ronald Coase noted that if transactions
are not governed by the price system then an organisational structure must exist. The transaction cost
approach was developed by Ronald Coase to identify what are the costs of providing for some transaction
through the market rather than having it provided from within the frm (Klos, 2000). Some Transaction
Costs types are: searching costs, negotiation costs, and monitoring or policing costs.
In further developing transaction cost economics, Williamson (1979) and Williamson (1995) has
studied the organization of transactions and governance structures that occur whenever or wherever
a good or service is transferred from a provider to a user. As one transaction occurs when a good or
service is transferred, a stage of activity is terminating and another is beginning (Williamson,1979).
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
Transaction Costs economics focuses on the transactions between the stages of activity where the frm
is one type of organisational structure. Transaction cost economics can be seen as the mapping of forms
of organisations into transactions. The existence of low Transaction Costs in global trade has been a
leading element in globalization.
Transaction can be either internal or external to organizations. The transactions that occur within
the organization are internal and may include such costs as managing and monitoring staff, products,
or services. The external transactions costs when buying from an external provider may consider the
source selection, performance measurement, and managing the contract. Transaction cost economics
tries to answer such questions as: shall we make or buy? Is the market structure the best method to
organize purchasing? When is cooperation benefcial? In a paper by Kylaheiko et al., (2000) provides
some examples of transactions costs that can be considered to be related to trading partners located in
a Transport Corridor:
Searching costs Caused by the search for transaction partners or alternative actions (examples
are: the amount of time needed for the search at special organisations or institutions, costs which
are caused by the use of telecommunication, online services or special publications or management
consultants).
Information costs Due to lack of information in the process of interaction. This covers costs
that are caused by the use of different languages (e.g. translation costs) or by technical problems
that disturb the exchange of information (costs of technical equipment to overcome this distur-
bance).
Decision costs Arises from the participation of a group in the decision process. Due to different
aims and motives of participants of decision groups, coming to an (shared) agreement is a very
time-consuming process. Moreover, decision costs are caused by contracts that were not fulflled
in the way they were negotiated or by contracts that were not closed in the intended meaning.
Bargaining costs Caused by the process of negotiation (examples: costs of lawyers and consul-
tants, costs of the required resources like costs of travelling and travelling time).
Control costs Emerge from the adaptation and supervision of transaction results (examples: costs
controlling payments or arranged technical standards or quality).
Handling costs Emerge from the management of converging action cooperation (examples: costs
involving human resources, costs which are caused by the defnition of business processes).
Adjustment costs Caused by the change of transaction conditions can be defned as costs of
adjustment (examples: costs which are caused by the implementation of new laws or new IT-stan-
dards).
Disincentive costs Emerge by an opportunistic behaviour of the transaction partners or employ-
ees, i.e. every partner tries to interpret the contract to his own advantage (examples: unannounced
high increase of prices by a supplier of products which have a very high level of specifcity).
Execution costs Arise from the collection of overdue performances or payments. A possible
example is the collection of proceedings.
Williamson (1991) lists six key elements of which two are assumptions, fxed factors and four are
variables, used to characterise a transaction. According to the theory, the variables can determine
whether the Transaction Costs will be lowest in a market or in a hierarchy that can affect Transaction
Costs assumptions:
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
Opportunism A situation in which one partner in a relationships exploits the dependence of
another partner, i.e. increasing prices or reducing quality.
Bounded rationality Not possessing perfect information due to limited time or span of control.
It is diffcult to locate the best solution or know what alternatives may exist.
Transaction cost variables:
Asset specifcity These investments are made by the trading partners who are specifc, such as
the tools, routines, knowledge or machines to serve a certain trade partner.
Uncertainty The plethora of new technologies and the increasing complexity that characterizes
many systems impacts the decisions that are made.
Information Asymmetry Information or quality is not disseminated among all partners evenly.
Typically characterized in many transportation networks are the number of islands of informa-
tion which generate, release or retrieve information that is useful for a specifc trading partner.
Frequency The number or volume of orders.
A major concentration of Transaction Costs theory has been on governance structures that seek
to maximize the value net of production and Transaction Costs. Most transactions are carried out
through a market governance structure. There are three main types of governance structures: market,
contracts, and vertical integration. Markets are seen the most preferred solution to organize activities,
when uncertainty and knowledge is imperfect. Contracts provide protection for transaction specifc
assets by binding both the provider and the user together for a certain time period. Vertical integration
is employed in order to internalize the values of transaction specifc assets. In Table 1 we compare the
advantages and disadvantages listed by RAND (2002) on the three main governance structures result-
ing from Transaction Costs.
3. COMPONENTS OF A TRANSPORT CORRIDOR
A main objective of the European Unions (E.U.) Motorways of the Sea initiative and especially in the
BalticGateway (BalticGateway, 2008) and EastWest (EastWest Transport Corridor, 2008) projects is to
increase the use of intermodal freight, seaports and Terminals in order to take more freight traffc off
the road and rail systems. The enlargement of the European Union, especially in the East Baltic region
offers many tantalizing opportunities and uncertainties for policy makers regarding to the choice of
Table 1. Three types of governance structures
Governance structure Advantages Disadvantages
Market
Incentive on maximizing net
value
Cant protect transaction-specifc
investments
Contracts Some protection on investments
Not all possible contingencies
can be contracted
Vertical Integration
Internalize values of transaction-
specifc investments
Cant control costs as well as
markets
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
freight transportation systems and Transport Corridors. The investments and business decisions on
seaports, rail networks, and roads in moving cargo between the new members states in the Baltic incites
many questions that require further analysis. In particular, the Terminals (seaports) require much atten-
tion and need to be studied since they are the nodal point between the land-based transport networks
and marine transport networks. The Terminals are often not explicitly taken into account when cargo
transportation fows are analyzed at a regional level (Kondratowicz, 1992).
Shipping can be viewed as a network coupled with land-based transport networks (by trucks or rail-
way), marine transport networks (ships) and seaports or Terminals. As network organisations, shipping
can be considered to be virtual organizations linked by supplier-customer relationships. Such relation-
ships are often modelled as markets where goods are bought and sold between actors in the network.
Transportation costs include physical movement costs and the non-monetary Transaction Costs between
the organizations in the Transport Corridor. The use of market mechanisms in coordination or control
has assisted in eliminating much of the administrative overhead, meaning that the fall in Transaction
Costs signifcantly decreases the whole transportation costs.
In introducing a generic Transport Corridor, we have concentrated on a few actors that are involved
in the transport of goods, e.g. the transport activity between Karlshamn, Sweden with Klaipeda, Lithu-
ania (EastWest Transport Corridor, 2008). Actors that we consider in modelling and simulating are the
following: terminal, freight forwarder, inland transportation providers, governmental legal authorities,
shipper and ship line. Some decisions made by the actors that could be modelled and simulated are for
example, shippers decision of whether to use rail, ship or road, or the shippers decisions of whether to use
a hierarchy (freight forwarder) or just contact the market (inland transportation providers and shipping
lines) directly. By evaluating the agents decisions we aim to identify the most cost-effective governance
structure for moving goods between two ports, given for example current asset specifcity and switching
costs. We describe in more detail the following modelled types of actors in alphabetical order:
1. Freight Forwarder: The business of transporting goods involves many various activities. The
use of sales contracts between the exporter and importer are the starting phase, where interme-
diaries may intervene such as freight forwarders. If the exporter or importer does not have their
own shipping department, they will contact a freight forwarder. The freight forwarder will have
contacts and contracts with various road haulers and steamship lines. The freight forwarder makes
the necessary arrangements in taking responsibility of transporting a good from place of origin
to the destination. In practice, this means that the freight forwarder will check with the govern-
ment-legal authorities (e.g. customs), insurance companies, and the banks to insure the transport
activity is cleared.
2. Governmental-legal authorities: Customs and governmental agencies from regional, national,
and international make policies that effect shipping across borders, either by taxation or subsidiz-
ing. The inspections and clearance of goods and the way this activity is carried out can infuence
the transportation of goods and choice of Transport Corridor. The importance of fast clearance
and transparency of the process is paramount as can be see on from the example of many shippers
choosing Finnish ports over Russian ports in moving cargo to Russia (Mivitrans, 1998). The choice
of Transport Corridor is infuenced by such policies.
3. Inland Transportation Provider (Road and Rail): As road transport and rail cargo transport
are becoming more and more effective competitors of sea transport, it is no longer possible to look
at maritime transport, including port economics, separately from the total transport system. This
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
explains why traditional modal split issues are reconsidered in a so-called system split model: the
choice will not primarily be a modal choice; it will really be a choice between different transport
systems, some of which will contain a combination of several modes and some of which will de-
pend on only one mode (Ljungstrom, 1985). Consequently, shippers do not necessarily choose a
seaport, but they select a transport chain in which a seaport is merely a node.
With road and rail networks connecting many Terminals to their shippers and with vessels calling
at multiple Terminals, the seaport or terminal is sensitive to freight variations and to competition.
The seaport must develop a strategic plan and coordinate with its stakeholders on a path that will
support the seaport and develop more mutual business in order to compete. The notion that a ter-
minal will be competing with other Terminals is now being redefned.
4. Shipper: Often a shipper is the person or organisation that initially decides to transport a good.
Shippers are either seen as the exporter or importer, which depends on the contract, and in general
are responsible for infuencing the transport activity. The shipper can be a manufacturer in which
it may ship parts to its factories- in this case it is taking an importer role. When the manufacturer
ships the fnished autos to its markets- it is taking an exporter role. In both examples the manu-
facturer was taking the shipping role. In other situations, a shipper may represent a large group of
small frms, e.g. the Swedish log industry. By having such an organisation represent the thousands
of small log companies, it can assist in negotiating better rates and contracts with shipping lines
and Terminals.
5. Shipping lines: Often shipping lines are only associated with transporting goods between ports
on ships. The emergence of logistics has propelled many shipping lines, such as Maersk or DFDS
lines, to develop integrated logistics systems where the ships are one component to a total transport
system. In many cases shipping lines can take competing or cooperating roles. The foot-loose
characteristics of the shipping lines infuences the decisions on which Transport Corridors should be
taken. The example of TEAM lines (a shipping line) moving its container operations from Karlshamn,
Sweden to hus, Sweden has severely impacted the fow of containers in Karlshamn.
6. Terminal: The terminal is has an important position in Transport Corridors as the intermediaries
in helping to reduce the number of transactions, which then leads to lower transport costs. A part
of the Transaction Costs in a Transport Corridor can be seen as handling costs at railroad stations,
seaport and Terminals. Seaports and Terminals are used by customers to reach the hinterlands or
markets that they serve customers by accessing through Transport Corridors, which try to achieve
overall transportation system performance by having lower costs and wider access to markets
(Henesey et al., 2003).
Modern seaport and Terminals are no longer passive points of interface between sea and land
transport, used by ships and cargo as the natural point of intermodal interchange (Henesey &
Tornquist, 2002). They have become logistic centres acting as nodal points in a global transport
system. The emergence of integrated freight transport system leads to new challenges in the feld
of effciency, equity and sustainability. In order to meet the new requirements, active forms of
inter-governmental co-operation, on the sub-regional and even global level, are indispensable.
The importance of operational integration among the actors in a Transport Corridor is generated
by the need for greater effciency. Operational intermodal integration in Transport Corridors is infu-
enced by such forces as, trends in out-sourcing, more focus on supply-chain management concepts and
liberalisation of new markets, i.e. Lithuania, Latvia, Estonia, Poland, etc. Governance structure of the
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
market facilitates the exchange for goods to be transported and is considered as an input for decisions
that infuence the cooperation in the Transport Corridor.
By understanding the most effcient system for organising this integration (such as between actors)
may be achieved by applying the transaction cost economics approach (Williamson,1979). The choice
of governance systems in the Transaction Costs approach seeks to understand how economic effcien-
cies can be created in a Transport Corridor. This choice of governance structure is dependent upon cost
difference between a market, contract, or vertical (hierarchy).
1
In the case that asset specifcity is high,
such as a terminal buying a new crane or building a ramp to serve RoRo ships, a vertical form of gov-
ernance structure is preferred by a terminal actor. If the asset specifcity is low, such as locating a truck
to move cargo to a terminal, then a market organization would be preferred. Often, market structure is
characterized as being preferred in terms of incentives and ability to aggregate demand for exploiting
economies of scale. Hierarchy is preferred for adaptive sequential decision making.
In Figure 1, we present the six actors and illustrate their relationships within a port or terminal
community. This community can be seen as a subset of a larger Transport Corridor community. In
transporting cargo from one port to another port, such as Karlshamn to Klaipeda in Figure 1, both ports
have terminal communities with similar groupings of entities. In Henesey et al. (2003), the relationships
in a port community are identifed to be either physical, implying that the relationships between the
entities are more optional in nature, or incorporeal suggesting that these type of relationships are not
material. Incorporeal relationships include for example, behaviour that may have impacts on the eff-
ciency objective (Henesey et al., 2003). The solid lines in Figure 1 indicate where a physical relationship
Figure 1. Illustration of the transport corridor simulation
Ec onomic/commercial
port c ommunity
Terminal
Shipping line
I nland
Transport
Container terminal
community
Freight
Shippers
Karlshamn
Transport Corridor
Klaipeda
Sweden
Lithuania
Poland
German
Denmark
Customs
Public
authorities
Central or
Regional
Government

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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
exists the incorporeal relationships are identifed as a broken line that suggest incomplete information
transmitting between the actors. The Transport Corridor between the two ports is represented as a red
line that fows through both ports. The information fow is seen as being communicated between two
port communities represented in the Transport Corridor.
4. ARCHITECTURE FOR SIMULATING TRANSPORT CORRIDOR CHOICES
A computer based simulator model is suggested to model the actors that are involved in a Transport
Corridor as Agents. The following actors are modelled: Freight forwarder Agents, Governmental legal
authoritys Agents, Inland transportation provider Agents, Shipper Agents, Ship line Agents, Terminal
Agents.
In order to simplify the model the transaction cost types that are considered in the model are the
handling costs, information costs and switching costs. For the transaction cost assumption we use
bounded rationality. Both asset specifcity and frequency are transaction cost variables that we analyse.
The Agents are considered to be bounded rationally and through their interactions with other Agents
organisational patterns will emerge. The output, such as types of governance structures, could be
useful in future decision making for evaluating the total transport costs that include both the cost for
transporting and the Transaction Costs.
Economic models incorporating MABS have been developed in investigating the theory of transac-
tions cost economics. Klos (2000) has developed an agent-based model for simulating and analyzing
Transaction Costs economics. In our proposed model, Agents can act autonomously on deciding pref-
erences of which particular agent(s) to work with. The Agents develop different preferences for other
Agents representing trading partners. The Agents and three types of Transaction Costs are considered
in the model, where the Agents adaptively search suitable structural forms for organizing in order to
satisfy transport demands.
Different polices and strategies for integrating terminal, shipping and logistics operations in Trans-
port Corridor could be analyzed and compared through extending the work on Simulation proposed by
Klos (2000). The simulator is expected to generate results that would offer decision makers the ability
to view the structure of a Transport Corridor system and the functions that the stakeholders have under
various what if analyses. Different type of Transaction Costs questions that could be evaluated are
for example:
How can seaports, transport operators (land and sea based) and Terminals improve performance
by selecting a suitable governance structure?
Which actors are working together and how they are cooperating in the Transport Corridor?
5. SIMULATION DESIGN AND MODEL
The proposed simulator model extends the work by Klos (2000). The extensions that we consider into
the proposed model are;
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
Employing the Beliefs Desires and Intentions (BDI) model for developing the individual Agents
and their behaviours.
Introducing real transportation costs by considering the transport costs.
Finally, we consider the agents abilities to satisfy other agents demands by considering the actual
tasks required for satisfying transport demands.
5.1 BDI Model
The BDI architecture model is suggested to capture some of the characteristics of real stakeholders in
the Transport Corridor. The Agents will be representing the stakeholders in the system and would have
incomplete beliefs bounded rationality. The desires of the Agents could be considered the individual
goals that could be achieved by each of the Agents, whether executing a task alone or with other Agents.
Intentions are similar to plans, which may be tightly integrated with other agent plans, to satisfy a
transport demand.
One motivation for using the MABS approach is that it has been useful when applied to other areas
of policymaking (Downing et al., 2000). In particular to the Transport Corridor choices and Transaction
Costs that infuence those decisions, different forms of organisation could be investigated. Scenarios
representing different levels of transactions costs and various forms of organisation could also be gener-
ated and analyzed. These analyses would help to assess what are the factors infuencing performance in
a systems perspective and give indication on what are proper governance structures. In order to achieve
an objective such as intermodality, intensive cooperation and coordination amongst trading partners in
the Transport Corridor are essential.
Further motivation in suggesting the BDI model is that given when bounded rationality exists and
opportunism exists, transaction cost economics includes a rational analysis component that searches
for the best organisational structure for various types of transactions. The proposed agent methodology
would deal with the complexity in modelling the behaviour of the individual actors in the system.
5.2 Model Design
To satisfy a demand for transport, a specifed set of tasks must be conducted. For instance, a task, m,
could be the moving of a product or the handling of a container in a terminal. In executing the tasks,
Agents will represent different actors able to execute a particular task. We suggest that the model in-
cludes both a MABS, that would update input parameters to the Simulation, and a matching algorithm
formulated by Klos (2000). See the diagram illustrating the proposed simulator in Figure 2. The match-
ing algorithm formulated in Klos (2000) is based on Tesfatsions (1997) Deferred Choice and Refusal
(DCR) algorithm, which extends Gale and Shapleys deferred acceptance algorithm (Gale & Shapley,
1962). The matching algorithm will compute weights of working with other Agents on a task based on
dynamically updated input parameters from the MABS, and use the weights for deciding which agent
should work with which agent for a particular task.
Our suggested approach is similar to an approach described by Robert Axtells set-up for a variable
effort model of frm formation described in (Axtell, 1999), in that each agent should posses preferences
for proft and past-experience with more of either preferred to less, ceteris paribus. Agent is proft is
monotonically increasing with additional tasks, which implies that adding more tasks to satisfy a trans-
port demand never decreases the proft. The assignment of preference weights is extended from Klos
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
(2000) by extending the Cobb-Douglas functional form. We suggest the following general formula for
computing weights:
( ) ( ) ( )
i i
ij ij
m
ij
ts n transactio m
ij
t m
ij
r p o f t f s

+ + =
1 cos cos
(1)
where we adopt from Klos (2000):
sijm = weight assigned for Agent i to cooperate with Agent j in order to perform task, m,
pij = estimated proft that Agent i calculates from coordinating with Agent j,
rij = preference based upon past experience of Agent i coordinating with Agent j (we substitute trust
in Klos (2000), with preference ),
i [0,1] =weight Agent i assigns to pij relative rij,
our extension to the model:
tijm =transport cost parameter for agent i to perform task m for agent j,
oijm =transaction cost parameter in which a task m is associated with a demand for a specifc transac-
tion cost,
fcost(tijm) and ftransactioncosts(oijm) are functions (to be detailed in future work) for infuencing the
weights to a suitable degree due to transport cost and Transaction Costs, respectively.
The parameters (p
ij
, r
ij
and
,
t
ij
m
and o
ij
m
) are used as input to the Simulation and will dynamically
change during the Simulation as the Agents in the MAS update their preferences.
Each agent attaches a proftability weight, p
ij
based on Agents i general estimate of proft for agent
i working with agent j. The estimate is partly based on asset specifcity. We assume that a specialized
provider of transport, e.g., a terminal offering cranes to lift cargo on or off a ship, can enjoy effciency
advantages. This interpretation of effciency is applicable for the providers of transport. See Klos (2000)
for details on handling the general asset specifcity.
Provided that asset specifcity is proportional to differences in transport demand, it is possible that the
assets required to satisfy a transport demand may not be easily switched to another provider. Since the
asset specifcity is connected to the actual tasks of the transport demand, we use o
ij
m
to consider this. The
more differentiated an agents transport task is, the more specialized to that agents are the assets which
an agent that provides transport service, Agents j, will be. We suggest to use parameter o
ij
m
for primarily
modelling Transaction Costs connected to handling cost, switching cost and information cost.
Initially, some of the Agents in the Transport Corridor would possess predefned preferences, r
ij
, of
agent i working with agent j based on historical experience of past proft made and Transaction Costs
incurred. The ability of an agent i to perform a task m with agent j is modelled through cost parameter,
t
ij
m
.
The calculated weights s
ij
m
are used in the DCR for identifying which Agents should be cooperating.
The DCR Algorithm will conduct one transport demand (and all its associated tasks) per time step and
one task at a time. The result of the calculations performed by the DCR Algorithm will lead to gover-
nance structures being formed, i.e. a matching of Agents. Note that the DCR Algorithm is capable to
identify the situation where an agent should carry out the work himself, i.e. make instead of buying. The
operation in Transport Corridor can be viewed in (at least) three hierarchical levels. The frst level is
occupied by the shipper Agents, which receive transport demands. The transport demands may be sent
to the freight forwarder Agents, which are defned in the second level. Alternatively, the shipper agent or
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
freight forwarder Agents may contact Agents directly in the third level for determining cooperation for
satisfying transport demands. In order to identify the structure in the result of the DCR Algorithm, the
identifcation starts at the highest level, with continuation at the nearest level below which has an agent
allocated for the task. Hence, it can be identifed whether a shipper agent employs a forwarder (second
level) or employs an agent at the third level directly. The use of the input from the MAS coupled with
the selection process conducted by the DCR Algorithm implies that organisational forms may emerge
such as; alliances, coalitions, groups, networks and unions.
In the MAS diagram presented in Figure 2 we illustrate how the proposed simulator can realise
the transportation costs by considering both the transport costs and Transaction Costs. For example,
in the diagram we view the shipper Agents processing transport demands and coordinating with other
Agents by calculating proftability and assigning a weight for a Transaction Costs. The government legal
authority agent(s) may infuence the environment of the system by levying taxes or offering incentives
or subsides.
Figure 2. Input to the Simulation and MAS parts; Agents interactions leading to input to the DCR Al-
gorithm, which results in the formation of organisation structures
Historical
cooperation

behaviour

Transaction Costs
Preference of
Cooperation


Freight
Forwarders
MAS
Policy Rules
(Subsidize or Tax)

Influences the
Environment
Shipper
Shippers
(d)
Input

or

Data
d Transport
Demands

Inland
Tranport
providers
Terminal
Terminals
Ship Lines
Level 1
Level 2
Level 3
Government
legal
Government
legal

Transport Costs
Assignment of Decision
Weights by Each Agent
send
update

i

ij
p
m
ij
t

Profit
send
update
DCR
Algorithm
Resulting
Governing
Structures
Feedback
contract v ertical market
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
5.3 Conceptual Simulation Experiment
To illustrate the concepts from the above description, we will use a case example in which real actors
are coordinating or contracting with each other along a set or well established Transport Corridor be-
tween Karlshamn, Sweden with Klaipeda, Lithuania (EastWest Transport Corridor, 2008). All Agents
in the beginning of the time step will choose a set of preferences based on Transaction Costs, calculate
transport costs for transporting, assign weights and identify (if possible) a preferred partner(s).
The Agents will be dynamically matching based on updated parameters from the MAS. As an ex-
ample of matching inland transport providers with shippers, we illustrate the input parameters in Table
2. In preference rankings in which a negative value is scored indicates that the coordination between
the Agents is unacceptable. From the example in Table 2, AAK choose to cooperate with its self to
conduct the transport, which is considered a form of vertical integration. IKEA cooperates with DHL
and this implies a contract form of organization. Volvo considers several partners in which Karlsham
Xpress is the preferred choice. Since Volvo considers several partners it is an indicator of that a market
form of organisation is suitable. Furthermore, if the Simulation result happens to show, that Volvo buys
from different providers of transport from time to time, the result is another indicator of the suitability
of a market structure. The choice of operators and cooperation with them has an infuence on gover-
nance structure.
Software that is considered for the Simulation tool are: JACK Intelligent Agents, MAGNET
and TNG. The frst software, JACK Intelligent Agents is a Multi-Agent based system environment
for building, running and integrating Agents using a component-based approach (cf., (AOS:JACK
Intelligent Agents, 2008)). The JACK software extends Java programming language by employing
the following agent-oriented concepts: Agents, capabilities, events, plans and resource management.
The Multi-Agent Negotiation Test bed system (MAGNET) (Collins, et al., 2002) is a framework for
self-interested Agents, which are either suppliers, customers, or may posses both traits in conducting
commerce among themselves via negotiation of contracts for tasks. The Agents may exhibit behaviour
that is cooperative, competitive, and may possibly display tendencies that are both but not at the same
time. The formation of a virtual organisation can be viewed for understanding the market infrastruc-
ture. Trade Network Game (TNG) that is located in Testfatsion (2008) which combines evolutionary
Table 2. Example of operator selection of transport users and providers using weights. AAK (user 1)
ranks itself as the best choice. IKEA (user 2) ranks DHL (provider 6) as the best choice. Volvo (user 3)
ranks provider Karlshamn Xpress (provider 2) as frst choice.
Provider of Transport
User of Transport 1 (AAK) 2 (Karlshamn Xpress) 3 (Schenker) 4 (DFDS) 5 (Food Tankers) 6 (DHL)
1 (AAK) 2,3 -0,5 -0,4 -0,5 -0,3 -0,2
2 (IKEA) -0,3 -0,5 -0,2 -0,4 -0,3 4,3
3 (Volvo) -0,2 5,1 2,4 1,1 3,1 3,3
4 (DHL) 1,4 -0,2 -0,1 -0,2 -0,5 1
5 (Electrolux) 3,1 -0,4 4,2 2,4 1,3 2,3
6 (SAAB) -0,5 -0,3 -0,3 -0,5 -0,4 1
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
game play with preferential partner selection is suggested for evaluating alternative specifcations for
market structure, trade partner matching, trading, expectation formation, and trade strategy evolution.
The evolutionary implications of these specifcations can later be studied at three different levels: indi-
vidual trader attributes; trade network formation; and social welfare, c.f. Agent-based Computational
Economics website (ACE) (Tesfatsion, 2008).
6. CONCLUSION AND FUTURE WORK
In this chapter a conceptual model is proposed for simulating three Transaction Costs (switching, handling
and searching), which are associated in determining the organisational structure in a Transport Corridor.
The model introduces and describes an approach using MABS, which seems to provide additional means
in understanding decisions on choice of cooperation in the Transport Corridor as well as other decisions
effecting freight movements. By providing a framework model that integrates Transaction Costs and
transport costs, MABS seems to be a suitable approach. The organisation forms can be analysed in the
context of Transaction Costs and cooperation between actors in the Transport Corridor. A Simulation
model could be developed by further extending the work on TCE in (Klos, 2001) by including additional
variables, such as utility, income, number of frms such as in (Axtell, 1999) with a study of negotiation
protocols that is discussed by Resnschein and Zlotkin in (Wooldridge, 2002).
Economic theory has provided many contributions to resource sharing and decision making, such
as, compute optimum allocation introduced through economic models. The use of computer Simula-
tion utilizing MABS introduces a novel approach to analyzing Transport Corridors and transportation
systems where Transaction Costs are considered. This chapter has conceptually demonstrated how
transaction cost theory could provide a useful base for models and tools to be further developed in as-
sisting choice of Transport Corridors.
Further work with software such as JACK Intelligent Agents, MAGNET and TNG is required. Ad-
ditional information and data collection from companies, i.e. questionnaire or interviews, would beneft
the development of the Agents in the Transport Corridor. Modelling the actual contractual transactions,
i.e., the buying and selling of transport services for satisfying transport demands could be consid-
ered in the Simulation.
A couple of situations that could be experimented are: opportunism with the Agents in the system
and more evaluation on the organisation structure that is best ftted for the actors in the Transport Cor-
ridor, i.e. vertical integration, market, or contract. The switching costs of one agent to another, e.g. the
use of a road hauler to a rail road can be better identifed or possibly measured in sums of money. The
coordination practices of the Agents in the system could be further analyzed and tested on how coalitions
are formed. Some examples of agent coordination, which are considered deliberative are; cooperative
planning, behaviour based decision making and negotiation based on either worth-oriented domains or
task-oriented domains. The development of the suggested simulator in studying Transport Corridors in
European Union fnanced project, such as in the BalticGateway (2008) or EASTWEST (2008) could be
attractive, however such a simulator is vision to be applicable to other geographical areas.
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Analyzing Transactions Costs in Transport Corridors Using Multi Agent-Based Simulation
ACKNOWLEDGMENT
We wish to thank Prof. Dr. Wayne Talley and Prof. Dr Photis M. Panayides for comments on an earlier
draft. We thank the municipality of Karlshamn in Sweden for their fnancial support and the EAST-
WEST Transport Corridor project.
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2008 from http://www.agent-software.com
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stable Nash Equilibria, And Power Law Size Distributions. Washington D.C., US: Center on Social and
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Henesey, L., & Trnquist, J. (2002). Enemy at the Gates: Introduction of Multi-Agent s in a Terminal
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Henesey, L., Notteboom, T., & Davidsson, P. (2003). Agent-based Simulation of stakeholders relations:
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Klos T. (2001). Agent-based computational transaction cost economics. Journal of Economic Dynamics
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Klos, T. B. (2000). Agent-based Computational Transaction Cost Economics. Published doctoral dis-
sertation, University of Gronigen, Groningen, The Netherlands.
Kondratowicz, L. (1992). Generating logistical chains scenarios for maritime transport policy making.
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second European Research Roundtable Conference (pp. 379-402). London, UK: Lloyds of London
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Kylaheiko, K., Cisic, D., & Komadina, P. (2000). Application of Transaction Costs to Choice of Transport
Corridors. Economics Working Paper Archive at WUSTL, 2000. Retrieved January 12, 2008, from
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Ljungstrom, B. J. (1985). Changes in Transport Users Motivations for Modal Choice: Freight Transport.
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Mivitrans, (1998). Intermodal and Transportation conference. Hamburg, Germany.
RAND. (2002). Strategic Sourcing: Theory and Evidence from Economics and Business Management.
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Wooldridge, M. (2002). An Introduction to Multi Agent Systems. West Sussex, England: John Wiley
and Sons Ltd.
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Chapter XVIII
A Multi-Agent Simulation of
Collaborative Air Traffc Flow
Management
Shawn R. Wolfe
NASA Ames Research Center, USA
Peter A. Jarvis
NASA Ames Research Center, USA
Francis Y. Enomoto
NASA Ames Research Center, USA
Maarten Sierhuis
USRA-RIACS/Delft University of Technology, The Netherlands
NASA Ames Research Center, USA
Bart-Jan van Putten
USRA-RIACS/Utrecht University, The Netherlands
NASA Ames Research Center, USA
Kapil S. Sheth
NASA Ames Research Center, USA
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
ABSRACT
Todays air traffc management system is not expected to scale to the projected increase in traffc over
the next two decades. Enhancing collaboration between the controllers and the users of the airspace
could lessen the impact of the resulting air traffc fow problems. The authors summarize a new concept
that has been proposed for collaborative air traffc fow management, the problems it is meant to ad-
dress, and our approach to evaluating the concept. The authors present their initial simulation design
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
and experimental results, using several simple route selection strategies and traffc fow management
approaches. Though their model is still in an early stage of development, these results have revealed
interesting properties of the proposed concept that will guide their continued development, refnement of
the model, and possibly infuence other studies of traffc management elsewhere. Finally, they conclude
with the challenges of validating the proposed concept through simulation and future work.
INTRODUCTION
Air traffc in the United States of America (U.S.A.) is forecasted to double or triple by the year 2025
(Pearce, 2006). Recent simulations (Mukherjee, Grabbe, & Sridhar, 2008) of this increase in demand
using current air traffc management techniques yielded an increase in average delay per fight from four
minutes to over fve hours a clearly unacceptable situation. Accordingly, the National Aeronautics and
Space Administration (NASA) is currently exploring several new concepts that may reduce or alleviate
air traffc problems. One such concept is Collaborative Air Traffc Flow Management (CATFM), which
seeks to lessen the impact on airspace user operations rather than eliminate the problem. Today in the
U.S.A., the Federal Aviation Administration (FAA) makes the bulk of Air Traffc Flow Management
(ATFM) decisions with only limited consultation with the airlines. In CATFM, the airspace users are
given more opportunities to express their preferences, choose among options, and take proactive actions.
It is presumed that this will result in decreased workload for the FAA, increased airline satisfaction,
and more effcient traffc fow management (Odoni, 1987).
Several questions arise when evaluating if the CATFM concept will work in the future environ-
ment. Will the airlines take advantage of new opportunities for action, or will they be passive and let
the FAA continue to solve traffc problems independently? Will increasing airline involvement decrease
the FAAs workload? Will the options available to the airlines enable them to substantially increase the
effciency of their operations, in particular when many factors still remain out of their control? Will the
uncoordinated actions of individual airlines increase the effciency of the system as a whole, even though
each airline is only concerned with their own operations (Waslander, Raffard, & Tomlin, 2008)? Might
potential effciency gains be offset by the actions of rogue operators, who purposely seek to interfere
with the operations of a competitor (Hardin, 1968)?
Given that the CATFM concept involves many independent entities with their own beliefs and de-
sires, we feel that the frst step to answering some of these questions is through agent-based modeling
and simulation. Our goal is to build a simulation of CATFM so that its strengths and weaknesses can
be evaluated long before more costly humanin-the-loop simulations or limited feld deployments are
attempted (Wambsganss, 1996). Our simulation is in an early stage of development, but we have already
found several interesting and important properties of CATFM (presented in our conclusions).
Though our study is certainly most relevant to air traffc, certain aspects are relevant to other forms
of traffc as well. Our methodology can be applied to any concept of operations in these domains. Many
of the basic concepts (e.g., choosing routes, traffc congestion, independent and uncoordinated agent
actions) are the same and the overall structure is similar. Nonetheless, there are important differences.
An aircrafts airborne speed must remain in a narrow range: signifcant speed increases are usually
unachievable; slower speeds can produce stalls; and halting is impossible. This greatly constrains the
actions that are available, and is further limited by the amount of fuel onboard (which is minimized to
reduce operating costs).
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ATFM generally has more centralized control than other forms of traffc management: In contrast,
CATFM increases information sharing and distributes some elements of decision making. Finally, a
signifcant portion of air traffc is comprised of feets (i.e., airlines) essentially allied pilots who are
interested in cooperating for the common good of the company.
When viewed abstractly, systems developed and evaluated for CATFM could be generalized to other
agent-based systems, particularly those that model people. Like many other real-word systems, the air
traffc system involves a competition for limited and shared resources. The participants of this system
are neither wholly cooperative (which is rarely realistic given self-interest), nor entirely competitive
(which can lead to less effcient overall performance). Rather, there are two types of participants: a
controlling entity, which seeks to maximize some global property such as system performance; and
participating operators, which seek to maximize their own utility. The challenge is to design a robust
system of constraints so that the actions of the participants work towards maximizing the desired global
property. The utility functions of the participants are self-determined, may include antagonistic ele-
ments, and are generally unknowable, complicating matters. Yet, this situation occurs often not only
in government-controlled systems, but also in any system with central authority, such as companies,
organizational bodies, and games of many types.
We begin with a description of ATFM and related work. We describe the main features of the CATFM
concept of operations and the observed operational problems it is meant to address. Our approach to
developing a simulation of this concept of operations is presented, and we describe our simulation of the
fight routing phase. We discuss the comparative results of different CATFM approaches and different
airspace user strategies. We conclude with an analysis of these experiments, and present our goals for
future development of the simulation.
BACKGROUND
Introduction to ATFM
Air traffc control (ATC), a superset of ATFM, provides safe, orderly, and effcient fow of aircraft
operating within a given airspace (Nolan, 2003). Generally, an Air Traffc Service Provider (ATSP) is
the authority responsible for providing air traffc management; the FAA is the ATSP for the U.S.A.s
National Airspace System (NAS). The FAA has four major types of facilities that participate in ATC.
ATC towers manage the aircraft arriving, departing, and taxiing on the ground. Terminal radar approach
control facilities control airspace within approximately thirty miles of a major airport. Air Route Traffc
Control Centers (ARTCCs) are responsible for the remainder of controlled airspace in the NAS. There
are twenty such ARTCCs in the continental United States, and each ARTCC is further subdivided into
sectors. Finally, the Air Traffc Control System Command Center (ATCSCC) develops nation-wide stra-
tegic plans for traffc fow management throughout the NAS. It has fnal approval of all national fight
restrictions and is responsible for resolving inter-facility issues. Our research has focused on ATFM at
the ARTCC level, which consists mostly of en route traffc fying on instrument fight rules (mean-
ing they rely on instrumentation and FAA guidance). The FAA usually assigns traffc to predefned air
routes (essentially sky highways) in order to increase the predictability of the traffc fow.
ATFM is a system-level function to manage the traffc fow based on capacity and demand. ATFM
is the responsibility of a Traffc Management Unit (TMU) within each ARTCC and the ATCSCC for
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regional and national problems, respectively. The ATCSCC TMU develops strategic plans to ensure
balanced fow throughout the NAS over a planning horizon of two to eight hours. The ARTCC TMUs
develop tactical plans to manage air traffc within their local airspace over a planning horizon of up to
two hours that are consistent with any relevant ATCSCC restrictions. The TMUs constantly monitor
for potential conditions that could reduce airspace capacity such as adverse weather, and for excessive
traffc demand that could overload a sector controllers ability to safely handle traffc (Adams, Kolitz,
Milner, & Odoni, 1996). For example, a TMU may identify a Flow Constrained Area (an airspace region
with a capacity-demand imbalance) due to anticipated severe convective weather. The TMU would then
analyze which type of restriction should be invoked to alleviate the traffc imbalance. Since restrictions
may affect adjacent centers, either directly or through ripple effects, ATCSCC approval is needed be-
fore invoking such a restriction. ATFM issues are reported during a bi-hourly planning teleconference,
involving representatives from the ATCSCC, each ARTCC, and airspace users.
A variety of restrictions are available to the FAA, depending on the nature of the traffc fow problem
(Sridhar, Chatterji, Grabbe, & Sheth, 2002); we describe some commonly used restrictions. A re-route
procedure assigns a new route to an aircraft to avoid a problem area, such as a severe thunderstorm
or congested airspace. (This is the only restriction we have implemented in our current simulation.)
A Ground Delay Program (GDP) is used to delay aircraft at departure airports in order to manage the
demand at an arrival airport. Flights are assigned delayed controlled departure times, thus changing
their expected arrival time at the impacted airport. GDPs are implemented when capacity at an arrival
airport has been reduced for a sustained period, due to weather or excessive demand. Miles-in-Trail
(MIT) restrictions enforce an increased spatial separation between aircraft transiting through some
point in the airspace, but may shift traffc problems upstream. Time-based metering provides dynamic
sequence and schedule advisories to controllers to reduce delays for arrival aircraft approaching capac-
ity-constrained airports.
Airlines manage their feet of aircraft in an Airline Operations Center (AOC). Each AOC has a
coordinator that monitors the restrictions and participates in the planning teleconference to make their
concerns known to the FAA. A major thrust of the CATFM concept is to increase the role of the AOCs
in ATFM.
Agent-Based ATFM Simulations
TheAirspace Concept Evaluation System (ACES) (Sweet, Manikonda, Aronson, Roth, & Blake, 2002) is
a distributed agent-based simulation of the entire NAS, including but not restricted to ATFM (Couluris,
Hunter, Blake, Roth, Sweet, & Stassart, 2003). ACES uses a layered architecture to support several
simulations at various levels of fdelity. Airspace participants, ranging from individuals to larger entities,
are represented as agents. Given its broad coverage, ACES is able to perform cost-beneft evaluations
on new concepts whose effects go beyond that of a particular element.
IMPACT (Intelligent agent-based Model for Policy Analysis of Collaborative Traffc fow manage-
ment) is a swarm-based agent model of FAA agents and airline agents, used to evaluate three possible
responses to capacity reductions: no advanced planning, GDPs without information sharing, and GDPs
with shared airline schedules (Campbell, Cooper, Greenbaum, & Wojcik, 2000). In each scenario, the
FAA agents decide whether or not to impose GDPs, based on predefned policies. The airline agents
choose actions that minimize the estimated cost to their operations. As expected, their simulation
measured the best performance when schedule information was shared, but found that GDPs without
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
shared information (as occurs in todays operations) resulted in a greater average cost per fight than
when no advanced planning occurred.
STEAM (Tambe, 1997) has been used to evaluate a collaborative system for real-time traffc syn-
chronization (Nguyen-Duc, Briot, Drogoul, & Duong, 2003). Real-time traffc synchronization is the
work of the individual sector controllers as they manage fights that run through multiple sectors. The
airspace user agents do not participate in the collaboration: Only the sector controller agents and a few
higher-level coordinating entities coordinate their problem-solving actions.
The Man-Machine Integrated Design and Analysis System (MIDAS) is an agent-based model of hu-
man performance when coupled with machine interfaces. MIDAS has been applied to ATFM (Corker,
1999), and emphasizes the capabilities and limitations of human cognitive ability instead of complex
decision making.
ISSUES AND PROBLEMS
Characterizing Operations and Issues through Field Observations
To characterize current problems in air traffc fow management, feld observations were conducted at
several operational centers (Idris, Evans, Vivona, Krozel, & Bilimoria, 2006). A diverse set of facilities
was included to provide a wide scope of operational characteristics and corresponding issues, includ-
ing fve ARTCCs, fve AOCs, and the ATCSCC. The ARTCCs managed areas of varied geographical
size with assorted weather characteristics and differing traffc patterns. The AOCs included both large
and small carriers, with different operational models and customers. Finally, the ATCSCC provided a
unique perspective of national air traffc fow management.
These feld observations supported the development of the CATFM concept of operations in three
ways. First, they made it possible to characterize the operational situations that result in air traffc
fow constraints. These operational situations typically stem from two immediate causes: either from
a decrease in airspace capacity (e.g., due to weather or airspace restrictions); or through an increase in
demand (e.g., from pop-up traffc, overscheduling, or from traffc rerouted from another area). Second,
once the fow constraint situations and their immediate causes were identifed, the underlying operational
issues that often lead to ineffcient handling of these situations were identifed. Finally, these observa-
tions provide a valuable record of work practice. By analyzing how the work is done, potential solutions
were developed, and a corresponding agent-based model of ATFM operations was built.
Identifed ATFM Issues
The primary fnding from the feld observations was that the current ATFM system limited the potential
for collaborative problem solving. Primarily two factors cause these issues. First, the sharing of infor-
mation between the FAA and airlines is limited. Thus, planning must be conducted without accurate
information about the other entitys view of the current state, priorities and plans. These three elements
correspond to the belief, desire and intention agent framework (Bratman, 1999). Second, the bulk of the
problem solving activities falls upon the FAA, but their workload limits the solutions they can realisti-
cally pursue. We present a summary of these fndings; the complete list can be found in (Idris, Vivona,
Penny, Krozel, & Bilimoria, 2005).
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
Inaccurate Problem Assessment
Effcient management of traffc fow issues begins with an assessment of the problem. Incorrect as-
sessments of either the demand or the capacity can lead to inaccurate problem assessments, including
over- or underestimating the problem severity, missing a problem or incorrectly raising a non-existent
problem. Factors that lead to inaccurate demand assessments include erroneous prediction of pop-up
traffc, changes in departure times, fight plans or cancellations, and displacement of traffc from fow
constraints elsewhere. Factors that lead to inaccurate capacity assessments include incorrect weather
and airspace restriction predictions. These inaccuracies may lead to divergent assessments between the
FAA and AOCs, resulting in inconsistent plans.
Differing Evaluations of Identifed Problem
Once the traffc fow problem is identifed, the FAA and the airlines regard the problem differently, for
after safety, their concerns diverge. The FAA will seek to minimize the effect of the problem on the NAS
and limit controller workload. The airlines are only concerned with the affect on their own fights and
not the fights of competing airlines. Each airline seeks solutions that adhere to their business model,
often with a goal of minimizing costs while limiting the negative effect on their customers. Moreover,
different carriers will have different business models, therefore addressing cost, reliability and on-time
service differently. Thus, even with a consensus on the traffc fow problem, different entities will often
prefer different solutions.
Limited Mitigations
The ARTCC and ATCSCC TMUs have a limited set of restrictions available when choosing mitiga-
tions to a traffc fow management issue. These restrictions are typically coarse-grained and are applied
uniformly to all airspace users. Often, the mitigations are overly restrictive, and because they are not
selective, may disproportionately impact some airspace users.
High TMU Workload
Two factors contribute to a high TMU workload when the disruptions to the NAS grow severe. First,
the reliance on direct synchronous communications such as teleconferences and phone calls increases
the cost of communication, decreasing both the time available for such communications and for other
activities. Secondly, actions targeting individual fights (such as rerouting) greatly increase the quantity
of tasks that must be performed by the TMU. As a result, TMU workload becomes a limiting factor
for the possible solutions.
Limited Coordination between FAA and Airlines
Due to the problems with communication and TMU workload, coordination between the FAA and the
airspace users decreases as problems become more severe. Unfortunately, this means there is little or
no coordination exactly at the times when it is needed most. The FAA and the AOC assess, evaluate and
plan independently from one another outside of the planning teleconferences run by the ATCSCC. This
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is exacerbated by the relative unpredictability of both parties, potentially leading to a double penalty
for either: The TMU may choose unnecessary mitigations and be unprepared for the actual problem,
while the AOC may independently avoid one restriction only to be impacted by another, unanticipated
restriction. Moreover, due to the decrease in communication caused by a high workload, the FAA may
be late in notifying all interested parties that a restriction has been removed, resulting in some parties
needlessly avoiding a problem that no longer exists.
SOLUTIONS AND RECOMMENDATIONS
CATFM Concept of Operations
The CATFM concept of operations recommends several changes to address these issues. Most changes
fall under the following three categories, listed by order of increasing emphasis. First, automation must
be used to reduce the workload of TMU personnel, reducing the need for the TMU planners to perform
mundane tasks and lessening the cost of communication. Second, more information should be shared
between the FAA and airspace users. By doing so, assessments can be made with more complete informa-
tion, common assessments are possible, and actions are more predictable. Finally, and most importantly,
when possible, the AOCs should be more involved in the traffc fow management process.
We summarize the four phases of the ATFM process in the CATFM Concept of Operations below;
a more complete description can be found in (Idris, Vivona, Penny, Krozel, & Bilimoria, 2005).
Common Problem Identifcation
As described previously, ATFM problems are caused by situations where the demand for an airspace
exceeds its capacity. Demand is best predicted by the airspace users who create it, whereas capacity is
determined by the FAA, as it is an assessment of the FAAs ability to manage traffc in the affected area.
This leads naturally to a collaborative situation where information is shared to produce a more accurate
problem assessment, and to minimize the divergence of problem assessments.
Shared Impact Assessment
Various restrictions could address a given ATFM issue, each with a different impact on airline and FAA
operations. By establishing a shared impact assessment, options can be evaluated more accurately and
better contingency plans can be developed. Moreover, if early indications of probable TMU actions are
provided, the AOCs may be able to adjust their plans to coincide with such actions, potentially reducing
or eliminating the need for the proposed TMU action.
Traffc Flow Planning with AOC Input
Once a possible set of ATFM actions have been identifed, along with their impact, a specifc ATFM plan
is instantiated to address the traffc fow problem. Instead of a planning decision being made unilater-
ally by the TMU (as occurs today), the AOCs can provide preferred solutions. These become additional
inputs to the TMUs planning process, allowing for the accommodation of airspace user preferences
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when they do not violate other constraints. In addition, when the TMU workload allows it, the AOCs
can suggest alternative plans that may result in an overall better solution.
J oint Plan Implementation
Once an ATFM plan with a set of actions has been chosen, it must be instantiated at the level of individual
fights. In some cases, particularly with reroutes, choices must be made, such as which fights should be
given the new route. When possible, the airlines should choose which of their fights are impacted by
the ATFM action, according to their individual business plan. This reduces the workload of the TMU
by shifting the burden of implementation to the AOC, and allows the airline to maximize their own
beneft by directly choosing the most acceptable options.
Approach
We have built an initial agent-based simulation of CTFM with Brahms (Clancey, Sierhuis, Kaskiris,
& Hoof, 2003). Brahms is a modeling and simulation environment for developing intelligent software
agents, particularly to analyze work practice in organizations. Brahms can run in different simulation
and runtime modes on distributed platforms, enabling fexible integration of people, hardware-software
systems, and other simulations. Brahms was originally conceived as a business process modeling and
simulation tool that incorporates the social systems of work, illuminating how formal process fow
descriptions relate to peoples actual situated activities in the workplace (Clancey, Sachs, Sierhuis, &
Hoof, 1998). To simulate human behavior at the work practice level, one must model how people work
together as individuals in organizations, performing both individual and teamwork activities. The
Brahms language is unique in that it models not only individual agent and group behavior, but also sys-
tems and artifact behavior, as well as the interactions of people, systems, objects, and the environment.
Most other multi-agent languages leave out artifacts and the interaction with the environment, making
it diffcult to develop a holistic model of real-world situations (Wooldridge & Jennings, 1995). Brahms
is an agent language that operationalizes a theory for modeling work practice, allowing a researcher to
develop models of human activity behavior that corresponds with how people actually behave in the
real world (Sierhuis, 2001).
A methodology for designing and simulating future work systems has been developed and used
with Brahms (Clancey, Sierhuis, Seah, Buckley, Reynolds, Hall, & Scott, 2007). The process begins
with detailed observations of work practice, which is used to build a model of current operations. Af-
ter model validation, a new concept of operations is developed, and a simulation of the future work
system is created using validated components of the model of current operations whenever possible.
After testing the concept in implementation, the process repeats. We have adapted this methodology
to our circumstances, taking advantage of the pre-existing CATFM concept of operations and work
practice observations. We are developing the model iteratively, building successively more accurate
models from increasingly detailed sources of information. At every stage, we evaluate the concept of
operations based on the fndings of our simulation, modify the concept accordingly, and then increase
model fdelity in the next stage.
So far we have built a rudimentary model of ATFM using second-hand sources of information
such as the work practice observations described previously, other ATFM literature, and the concept
of operations itself. In the next stage, we will interview subject matter experts and incorporate their
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conception of work practice into the model. This will allow us to fll in details not discernable from the
recorded observations of work practice. To validate the model at this stage, historical situations will be
simulated and the results will be compared with the historical outcomes. Likewise, historical data may
also be used to infer behavior, either by intuition or through data mining techniques. In the third stage,
we will perform new observations of work practice, enabling us to build a detailed model at the level of
individual (rather than organizational) participants in the ATFM process. The model at this stage can
also be validated by comparing the simulated behavior to the behavior observed in the actual system.
Subsequent evaluation of the concept will require human subjects to participate in the CATFM process,
with humans and agent proxies participating in a human-in-the-loop simulation.
Initial ATFM Simulation Design
We have created a simplifed model of a subset of ATFM, including only the Joint Plan Implementa-
tion phase (see earlier section of same name) when fights are assigned routes. In order to simplify this
selection process, we have redefned capacity to be a property of a route, rather than a sector, and as-
sumed that the routes are independent. Route capacity, fight schedules and agent strategies are static
throughout the simulation. In contrast, route demand changes dynamically throughout the simulation as
the agents choose routes. We do not model runway constraints or temporal ordering, treating all fights
as if they have the same departure time. Our simulation only deals with pre-fight planning and does
not simulate the fights themselves.
Figure 1 provides an overview of our current agent architecture. We have built our initial model at
the organizational level, with each organization (i.e., TMUs and AOCs) modeled as single agents. Each
agent (TMU or AOC) has different responsibilities, with route selection performed by either the TMU
agent or the AOC agents (see below). The AOC agents provide the TMU with their fight schedules and
the value of each fight. The TMU agent informs the AOC agents of the current status of the airspace
by aggregating the current demand on a given route, comparing this with the capacity, and broadcasting
the route status (under capacity, at capacity, or oversubscribed) to the AOC agents. In the initial simula-
tion, the TMU does not reroute fights or choose among AOC requests: It approves them all when the
route is at or below capacity, and denies all requests when demand exceeds capacity (thus leaving the
route unused). To be consistent with U.S.A. law against anti-competitive practices, no communication
occurs between AOC agents in order to prevent coalitions or other AOC-AOC negotiations. We do not
model communication issues, treating them as reliable, instantaneous, and clear.
For each origin-destination airport pair, we created three routes arbitrarily: a direct route and two
alternate routes, 1.25 and 1.5 times the length of the direct route. The capacities of these routes vary,
with typically the direct route having insuffcient capacity for all scheduled traffc. Our fundamental
question is: how will the CATFM concept perform in this simplifed model? In order to answer this
question, we created four ATFM approaches:
Blue Sky: All capacities are infnite, so every fight takes the direct route. This is not a realistic
approach but provides an upper bound on performance that we use as a baseline.
Current operations: The TMU agent makes the route selection, putting fights on the best avail-
able routes (i.e., under capacity routes) in a random order without inspecting the fight value. This
approach is closest to the current operations where the FAA makes route assignments with little
input from the airlines.
366
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
Global Optimum: The TMU agent makes the route selection as in the Current Operations ap-
proach, but does so in order of greatest fight value. This greedy algorithm produces the best overall
system performance, according to our metrics, but may give preferential route assignments to one
airline over another due to differences in fight value distribution.
Airline Planning: The AOC agents make the route selections, with each agent initially request-
ing the best route for every fight regardless of the strategy used. After the TMU agent broadcasts
the status of all routes, the AOC agent may independently choose a new route for each fight. The
process repeats iteratively (six iterations unless where noted otherwise) until the time for plan-
ning is exhausted. Within a simulation run, a given AOC agent will use the same strategy on each
iteration (i.e., no changes in strategy during a run). We used the following simplifed strategies:
Aggressive: An AOC agent with the Aggressive strategy will always request the best route
for every fight at each iteration, regardless of the situation.
Moderate: An AOC agent with the Moderate strategy will request the next best route for
some of its fights when faced with an overcapacity situation, repeating the prior request for
the other fights.
Conservative: An AOC agent with the Conservative strategy will request the worst route
for some of its fights when faced with an overcapacity situation, repeating the prior request
for the other fights. The assumption is that the worst route is the least likely to fll up, so the
conservative AOC agent attempts to forgo a chance at a better route assignment in exchange
for a greater likelihood of fnding an available route.
All approaches except Current Operations are deterministic.
Figure 1. Agent architecture
367
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
Experiment on a Local Traffc Scenario
We created a local traffc scenario (see Figure 2) that corresponds to traffc generated by three major
carriers among several airports in the southwest of the U.S.A. The schedules and aircraft types were
chosen based on our observations of the fight schedules of these carriers. Information on connecting
crew, passengers, and route capacities were not available, however, so we used our best judgment based
on nominal conditions, expected passenger behavior and operational patterns. In all cases, suffcient
aggregate capacity was available among the three routes such that every fight could have some route
assignment.
For a specifc fight F, we defne the following quantities:
p
c
= passengers with connecting fights
p
u
= passengers without connecting fights
c
c
= onboard crew members with a connecting fight
t
a
, = the actual fight time of F, in minutes
t
o
, = the optimal fight time of F (from the Blue Sky simulation), in minutes
Each fight is assigned a fight value, which is a heuristic measure of the importance of the fight to
the airline. We defne v
F
, the fight value of F, as
v
F
=p
u
+3p
c
+5c
c
(1)
Figure 2. Local traffc scenario involving seven airports
368
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
When F is assigned a route, we calculate d
F
, the delay for fight F, as follows:
d
F
=t
a
- t
o
(2)
When F is not assigned a route, we assume a standard sixty minutes of delay in a later stage that we
do not simulate. Traffc demand naturally rises and falls throughout the day, so we assume that the level
of demand falls signifcantly after our simulation ends. Other factors may also cause delays in practice
but are not part of our model.
Finally, we seek to measure in our experiments the total passenger delay incurred by fight F, either
through an immediate delay or through missed connections. We assume that when a passenger with a
connecting fight is delayed, on average, that passenger will experience an additional two-hour delay.
When connecting crew members are delayed, their personal delay is not counted (since they are not
considered passengers in our simulation), but they are likely to delay the departure of their connecting
fight, which in turn impacts many passengers. Therefore, we assume on average, any delay of a con-
necting crew member results in a total of fve hours of passenger delay. Combining this with the above
formulae, we calculate the total incurred passenger delay incurred by fight F, d
T
, in minutes, as
d
T
=(p
u
* d
F
) +(p
c
* d
F
) +120p
c
+300c
c
when d
F
> 0
d
T
=0 when d
F
=0 (3)
We ran the experiments once for each deterministic approach and ffty times for the randomized
Current Operations approach, yielding some surprising results (Wolfe, Jarvis, Enomoto, & Sierhuis,
2007). The Airline Planning approach is highly sensitive to the strategies employed by the AOC agents
and often performs poorly. Figure 3 shows an example with several strategies, where the light shaded
bars indicate delay incurred by selecting a longer route, and the dark shaded bars indicate delay from
failing to get an approved route assignment. Further examination of specifc trials showed that the
Aggressive strategy is disruptive to the system as a whole by pushing demand beyond capacity on the
best routes. However, the best performing combination of airline strategies outperformed the Current
Operations approach (see Figure 4), indicating the potential for improvement under the CATFM con-
Figure 3. Comparing ATFM approaches on the local scenario
0
20
40
60
80
100
120
Airline 1
(Conservative)
Airline 2
(Aggressive)
Airline 3
(Moderate)
Airline 1 Airline 2 Airline 3 Airline 1 Airline 2 Airline 3
A
v
e
r
a
g
e

P
a
s
s
e
n
g
e
r

D
e
l
a
y

I
n
c
u
r
r
e
d
/
F
l
i
g
h
t
Airline Planning Global Optimum Current Operations
Assigned
Unassigned
369
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
cept. The number of planning cycles can also affect solution quality in the Airline Planning approach,
as shown in Figure 5.
Single Origin-Destination Experiment
In our previous experiment, a given AOC agent would use the same strategy on all origin-destination
pairs, regardless of the situation. In reality, an airline is likely to use several strategies, matching them
to the situation at hand. Since we aggregated the results over the origin-destination pairs, we could see
how a strategy performed overall but could not isolate the specifc situations where it performed well
or poorly. We also wanted to evaluate new approaches that could address concerns that arose from our
previous set of experiments, leading to the following additions:
Mixed: This combines the Airline Planning and Optimal approaches. The airlines schedule their
fights as before in the Airline Planning approach. Once the planning phase is over, however, the
TMU agent will assign any unassigned fights using the Optimal approach. This ensures that any
0
5
10
15
20
25
30
Airline 1
(Moderate)
Airline 2
(Moderate)
Airline 3
(Moderate)
Airline 1 Airline 2 Airline 3
A
v
e
r
a
g
e

P
a
s
s
e
n
g
e
r

D
e
l
a
y

I
n
c
u
r
r
e
d
/
F
l
i
g
h
t
Airline Planning Current Operations

Assigned
Unassigned
Figure 4. Best airline planning combination compared with Current Operations approach
Figure 5. Effect of additional planning cycles with Airline Planning approach
0
20
40
60
80
100
120
Airline 1
(Conservative)
Airline 2
(Aggressive)
Airline 3
(Moderate)
Airline 1
(Conservative)
Airline 2
(Aggressive)
Airline 3
(Moderate) A
v
e
r
a
g
e

P
a
s
s
e
n
g
e
r

D
e
l
a
y

I
n
c
u
r
r
e
d
/
F
l
i
g
h
t
30 Iterations 6 Iterations
Assigned
Unassigned
370
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
unused capacity will be utilized by fights for which the AOC agents failed to choose an acceptable
route.
Equitable: This is a variant of the Optimal approach. Each AOC agent gives a ranking of their
fights but does not supply fight values. The TMU agent gives top priority to frst-ranked fights,
followed by second-ranked fights, and so on. This gives each airline an equal share of each routes
capacity, regardless of the value of their fights.
We created three scenarios with the same origin-destination, with one primary route and two alter-
nates as defned previously. In all three scenarios we had three AOC agents, each with four fights to
schedule. The scenarios varied in the amount of capacity available:
Demand<Capacity: each route can accommodate fve fights.
Demand=Capacity: each route can accommodate four fights.
Demand>Capacity: each route can accommodate only three fights.
Therefore, all fights could be assigned a route on the Demand<Capacity and the Demand=Capacity
scenarios, but this was not possible in the Demand>Capacity scenario.
We ran each scenario with all combinations of the three strategies for the three AOC agents, using
both the Airline Planning and Mixed approaches, resulting in twenty-seven runs for each. Figure 6 and
Figure 7 show the average performance (across all agents and competitor strategy combinations) for
each strategy. Table 1 and Table 2 compare strategy alternatives by measuring whether an agent would
do as well or better with a different strategy in the given situation, while keeping the competitor strate-
gies constant. For instance, in the Demand<Capacity scenario under the Mixed approach (Table 2), an
agent using the Aggressive (A) strategy would have performed as well or better with the Moderate (M)
strategy in only 4% of the simulated situations indicating that the Aggressive strategy was the better
choice.
Several patterns emerge from this analysis. The Aggressive strategy is a poor choice when using
the Airline Planning approach, consistent with earlier fndings, because its insistence on the best route
makes that route unusable, potentially leaving its fights unassigned. In contrast, the Aggressive strat-
egy is a good choice when using the Mixed approach with adequate overall capacity. In such cases, the
0
200
400
600
800
1000
1200
1400
Aggressive Moderate Conservative Aggressive Moderate Conservative Aggressive Moderate Conservative
A
v
e
r
a
g
e

P
a
s
s
e
n
g
e
r

D
e
l
a
y

I
n
c
u
r
r
e
d
/
F
l
i
g
h
t
Demand > Capacity Demand = Capacity Demand < Capacity

Assigned
Unassigned
Figure 6. Strategy performance averaged over all agents with Airline Planning approach
371
A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
0
100
200
300
400
500
600
700
Aggressive Moderate Conservative Aggressive Moderate Conservative Aggressive Moderate Conservative
A
v
e
r
a
g
e

P
a
s
s
e
n
g
e
r

D
e
l
a
y

I
n
c
u
r
r
e
d
/
F
l
i
g
h
t
Demand > Capacity Demand = Capacity Demand < Capacity

Assigned
Unassigned
Figure 7. Strategy performance averaged over all agents with Mixed approach
Table 1. Airline Planning approach: Cases equal or improved with alternate strategy
Table 2. Mixed approach: Cases equal or improved with alternate strategy
Demand >
Capacity
Chosen Strategy
A M C
A
l
t
e
r
n
a
t
e

S
t
r
a
t
e
g
y
A - 0% 0%
M 100% - 78%
C 100% 22% -
Demand =
Capacity
Chosen Strategy
A M C
A
l
t
e
r
n
a
t
e

S
t
r
a
t
e
g
y
A - 0% 0%
M 100% - 89%
C 100% 11% -
Demand <
Capacity
Chosen Strategy
A M C
A
l
t
e
r
n
a
t
e

S
t
r
a
t
e
g
y
A - 44% 44%
M 56% - 100%
C 56% 0% -
Demand >
Capacity
Chosen Strategy
A M C
A
l
t
e
r
n
a
t
e

S
t
r
a
t
e
g
y
A - 19% 33%
M 81% - 78%
C 67% 22% -
Demand =
Capacity
Chosen Strategy
A M C
A
l
t
e
r
n
a
t
e

S
t
r
a
t
e
g
y
A - 85% 100%
M 26% - 93%
C 11% 7% -
Demand <
Capacity
Chosen Strategy
A M C
A
l
t
e
r
n
a
t
e

S
t
r
a
t
e
g
y
A - 100% 100%
M 4% - 100%
C 0% 0% -
Aggressive strategy will either succeed in putting all of its fights onto the best route, or it will prevent
all other airlines from using the best route. In the latter case, none of the Aggressive airlines fights
will be scheduled, and the best route will be completely available when the TMU assigns the remaining
fights, leading to a greater share of the best route. However, when there is not suffcient capacity, this
strategy performs poorly because not all of its fights will be assigned.
As shown by the rows of Table 1 and Table 2, the best strategy cannot be determined only by the
scenario and approach (with the sole exception of the Aggressive strategy in the Demand<Capacity
scenario with the Mixed Approach). This is because the performance of a strategy is affected by the
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
competitors strategies: in particular, each strategy performed worse when a competitor used the same
strategy. Therefore it was often preferable to use a unique but generally less attractive strategy than
one used by a competitor.
Finally, we created a larger scenario with primary and secondary routes defned as before, but each
with a capacity of forty fights, and three airlines with forty fights each. Table 3 shows the results of
experiments on this scenario in terms of the total incurred passenger delay metric. In this case, the
Equitable approach performed nearly as well as the Optimal approach; it is worth noting that the dis-
tributions of fight values were comparable among the three airlines.
CONCLUSION
We have described the design and methodology of a multi-agent simulation of ATFM, as well as ex-
perimental fndings. At this time, our simulation is a coarse-grained model of operations, with agents
corresponding to participating entities (i.e., TMUs and AOCs) rather than persons. Since we simplifed
other components that were not essential to the problem, actual performance in implementation may
differ, but should produce similar conclusions under identical conditions, strategies and policy.
We evaluated several approaches to ATFM, and for the Airline Planning and Mixed approaches,
also evaluated several simple route selection strategies. Of these, the Moderate strategy is intuitively the
most appealing, and had the best overall performance in our experiments. In contrast, the Conservative
strategy did not perform as well, but was usually preferable when it was different than all competitors
strategies. This theme was repeated throughout our experimental results; in nearly every case, the best
strategy could not be chosen independently, as it was dependent on the strategies used by the other
AOC agents. Finally, the Aggressive strategy worked very well with the Mixed approach when there
was adequate capacity, casting doubt on the suitability of the Mixed approach. The Aggressive strategy
also did well when the other AOC agents removed their fights from the best route, thus accommodating
the aggressive AOC.
In our evaluation of the CATFM concept, we observed that nearly all the approaches that utilized
our fight value metric (Equation 3) yielded better results than the Current Operations approach. This
supports the claim that utilizing airspace user preferences in ATFM should lead to better solutions.
However, this was not the case in all of our experimental results; certain combinations of strategies
with the Airline Planning approach produced unacceptably poor results. Moreover, based on current
experiments, we did not observe any indication that increasing AOC involvement would reduce FAA
workload. In the Optimal and Equitable approaches, the TMU agent continued to perform route selec-
tion, and with additional criteria, so this represents an increase in workload. In the Airline Planning
approach, the TMU did not perform route selection but the results were often unacceptable; in the
Table 3. Total incurred passenger delay for three airlines with forty fights each
Airline 1 Airline 2 Airline 3 Total
Current Operations 3552 4332 2939 10823
Optimal 3314 2806 3300 9420
Equitable 2969 3407 3073 9449
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
Mixed approach, the results were good, but often the TMU would still make many route selections and
inadvertently rewarded aggressive behavior. Therefore, automation is most likely the key to reducing
FAA workload. Finally, the AOC agents usually found better solutions when more planning cycles were
available. This puts an emphasis on the earlier stages of the CATFM process, which we did not simulate
the earlier situational information is available, the better the likely solution.
In the end, the challenge of refning the CATFM concept will not be designing effective AOC agent
strategies, as they will be determined by the airlines rather than the system designers. Each airline is
likely to have a somewhat different strategy, geared towards their private business model and infuenced
by the people executing it. Nor is it reasonable to assume that these strategies would necessarily be
optimal in all cases. Rather, the challenge is to design a system that rewards behavior yielding desirable
system performance. In game-theoretical terms, this amounts to redesigning the game itself, rather than
the player strategies. In our experiments, the Airline Planning approach was vulnerable to aggressive
AOC agents; likewise, the Mixed approach often rewarded the Aggressive strategy. The Optimal ap-
proach is unlikely to be deployable in practice, as it would be diffcult to create a single objective utility
function (fight value in our experiments) over all airlines. Based on our experiments, the Equitable
approach is the most promising, as it produced results on par with the Optimal approach (when airlines
had comparable fights), but did so without relying on a universal fight evaluation.
FUTURE RESEARCH DIRECTIONS
We have completed the initial stage of development and will continue to expand the CATFM model.
We have begun work on the next stage, expanding our model to capture the breadth of the CATFM
concept of operations, covering all phases. Our current study simulated the instantiation of the ATFM
plan (namely the selection of routes), which was necessary to evaluate the result of the process; how-
ever, as earlier phases produce inputs to later phases, it may be that the earlier phases have the greatest
operational impact.
In addition to broader scope, a higher degree of fdelity would support stronger claims about the
CATFM concept of operations. A more sophisticated fight model would eliminate many simplifying
assumptions, such as simplifed schedules, and route capacities in lieu of sector capacities. Modeling
organizational roles and concentrating on interactions at the level of individual people would reveal
the complexity of the proposed work practice and lead to more accurate characterizations of workload.
Interviews with subject matter experts, case studies, and additional observations of work practice will
yield insight as to how these processes work today.
The results from our initial experiments can be used to guide refnements to the concept of operations
and develop policies that are more likely to be successful. Further experimentation with the Equitable
approach in a wider array of situations is needed to evaluate its suitability. Additionally, more complex
ATFM approaches and airline strategies may yield better overall solutions. Identifying likely airline
strategies is of great importance, but diffcult, due to their proprietary nature. Since the situations we
are simulating are characteristic of future operations, rather than todays operations, airlines may not
have developed appropriate strategies, and if they have, they may not be willing to share them.
Building a model of future operations is diffcult at any stage of development. Our approach has
been to build and validate a model of current operations, and then to modify that model to ft the future
concept. Even validating the current model is a challenge, given the complexity of operations. Modify-
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
ing a model of current operations to yield a model of future operations introduces uncertainty. We have
dealt with this by simulating a variety of possible actions, essentially modeling several possibilities.
Game theory can be utilized to develop likely strategies and to analyze properties of the system as a
whole. Approaches to traffc management problems in other domains may translate to ATFM, and vice
versa.
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ADDITIONAL READING
The Brahms simulation environment has its own language (Hoof & Sierhuis, 2007), which is similar but
distinct from other belief, desire, and intent frameworks (Sierhuis, 2007). This representation has been
developed to support the simulation of work practice (Sierhuis & Clancey, 2002), a major application
of Brahms technology. The theoretical basis of Brahms is related to that of situated cognition (Clancey,
2002). The Brahms tool set, simulation environment and additional information are publicly available
from the Brahms website (Agent iSolutions).
Agent based modeling and simulation and agent-based techniques have been applied to various as-
pects of AOC operations. A simulation of the United Airlines AOC has been developed (Pujet, Feron,
& Rakhit, 1998), where each AOC employee is modeled as a multi-class queueing server. This model
was used to track task execution information, namely which entities performed which task at any given
point in time, with the goal of supporting timely decision making. Castro and Oliveira have developed a
multi-agent system to handle disruptions in operations by reallocating crew (Castro & Oliveira, 2007).
Various agents compete using different methods problem-solving methods to fnd the best solution; in
simulation, this approach produced better solutions than current human operators.
Agent-based solutions have been proposed to solve other areas of ATFM. Tumer and Agogino have
developed a multi-agent algorithm for ATFM (Tumer & Agogino, 2007). They use a Monte-Carlo simula-
tion to estimate the congestion within the NAS, based on agents actions to speed up or slow down traf-
fc. These agents use reinforcement learning to set the separation between airplanes in order to manage
the congestion. OASIS is an agent-based system developed to maximize airport arrival throughput by
managing aircraft arrival and runway utilization (Ljunberg & Lucas, 1992). Various functions of ATC
Tower operations are managed by agents in OASIS, and are implemented in the Procedural Reasoning
System (Ingrand, Georgeff, & Rao, 1992). Jonker, Meyer, and Dignum have also advocate the use of
multi-agent systems in the ATC Tower operations (Jonker, Meyer, & Dignum, 2005). They describe a
market-based control mechanism, and analyze its usage from a game-theoretical perspective.
Agent-based modeling and simulation has also been used to study the effect of increased volume
and independent choice in other forms of traffc. A simulation of projected traffc in the seaport of Rot-
terdam estimated the effect of increased traffc in terms of delay (Ruit, Schuylenburg, & Ottjes, 1995).
Automobile traffc has been simulated fairly extensively; of particular relevance to this book chapter
are those focused on route selection. Klgl and Bazzan examined how individual drivers could learn
to prefer certain routes and how forecasts of traffc infuenced this ability (Klgl & Bazzan, 2004). In-
terestingly, their study showed that the best overall system performance was achieved when most, but
not all, drivers had access to these traffc forecasts. Stark et al. (Stark, Helbing, Schnhof, & Holyst,
2006) investigated how cooperative strategies could be learned in a route selection context without any
communication between drivers.
Several other relevant ATFM simulation environments are not agent-based. The Future ATM Concepts
Evaluation Tool (FACET) (Bilimoria, Sridhar, Chatterji, Sheth, & Grabbe, 2000) is a NASA-developed
tool for simulating air traffc fow that has been integrated into Flight Explorer, a commercial product
used by nearly all major U.S. airlines. FACET contains modules that concentrate on trajectory modeling,
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
weather modeling, and also contains a model of the airspace structure, including the ARTCC regions,
sectors, and air routes. The Center-TRACON Automation System (CTAS) (Erzberger, 1994) is another
NASA-developed simulation system, with a single ARTCC focus and a greater emphasis on human in
the loop simulations. The Traffc Management Advisor, one of the CTAS suite of tools, is particularly
relevant from an ATFM perspective, and has been extended to coordinate among multiple ARTCCs in
the McTMA system (Hoang, 2004). The Linking Existing On Ground, Arrival and Departure project
(LEONARDO) evaluated the feasibility of implementing Collaborative Decision Making (CDM) in
airport processes, both through simulation and a limited deployments (European Commission, 2004).
LEONARDO integrated decision support tools to promote information sharing among airport stakehold-
ers, providing them with early and reliable planning updates. SKATE (Skills, Knowledge, and Attitudes
for Teamwork), is a model for teamwork measurement developed and used in real-time simulations to
validate the use of LEONARDO for CDM (EUROCONTROL, 2004).
The CATFM concept of operations has to the potential to enhance the Collaborative Decision Mak-
ing (CDM) initiative (Ball, Hoffman, Chen, & Vossen, 2000; Federal Aviation Administration), a joint
government and industry effort was established in the mid-1990s to enhance the interaction and col-
laboration between the ATSP and the users of airspace. CDM deals with improvement of ATFM through
better information exchange among the participants of the aviation community. The goal of CDM is to
create solutions for better utilization of airspace resources through technological and procedural solu-
tions for traffc management problems that are encountered in the NAS, without compromising safety.
The CDM group consists of several sub-groups, e.g., fow evaluation, future concepts, ground delay
program enhancements, weather evaluation, etc., which deal with various aspects of the air traffc fow
management problem. Several automation decision support tools have emerged as a result of the CDM
effort over the years, including the Flight Schedule Monitor (Metron Aviation, 2006a) for managing
arrival/departure times, the Collaborative Convective Forecast Product (National Oceanic and Atmo-
spheric Administration, 2007) for a common assessment of convective weather, and the Post Opera-
tions Evaluation Tool (Metron Aviation, 2006b) for analysis support of NAS operations. Preliminary
evaluation of CDM initiatives on elements such as GDP is promising (Ball, Hoffman, Knorr, Wetherly,
& Wambsganss, 2001).
The Future Concepts Team is a sub-group of the CDM initiative. Over the past few years, the FCT
group has focused their effort on future collaboration between the service provider and the airspace
users to improve effciency of operations in the NAS. The two main areas of interest are the Integrated
Collaborative Routing (ICR) (Usmani, 2005) and the System Enhancements for Versatile Electronic
Negotiation (SEVEN) (Gaertner, Klopfenstein, & Wilmouth, 2007). The ICR effort is geared towards
better incorporation of airspace users preferences for rerouting during events that cause congestion
and weather related delays. The SEVEN concept is a longer-term initiative which aims to enhance the
collaboration among the participants to a much higher level than what exists today through use of elec-
tronic data exchange and to explore the roles and responsibilities of participants, along with identifcation
of associated issues and concerns. This enhanced collaboration encompasses all elements of the Flow
Constrained Areas (for establishing areas of impacted traffc), the Ground Delay Programs and Airspace
Flow Programs (for managing traffc during bad weather conditions) and Playbook routes (for specifc
rerouting strategies). The premise for Concept SEVEN is for the airspace users to provide prioritized
fight lists and enabling them to update their options as the constraining events unfold.
Other concepts of operations have elements that are similar to the CATFM concept of operations. The
Concept of Operations for the Next Generation Air Transportation System (Joint Planning and Devel-
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
opment Offce, 2007) defnes how the air transportation system shall operate in the year 2025, forming
a technological baseline to help stimulate the development of policy. The International Civil Aviation
Organization has also developed requirements for an operational concept in 2025 (International Civ-
il Aviation Organization, 2003), emphasizing collaborative decision making. It also provides a compre-
hensive view of operations, including airspace design, airport operations and collision avoidance, and
describes potential benefts and a possible adoption strategy.
The FAA has developed useful training materials that explains terms, techniques, and programs as-
sociated with traffc fow management in the NAS (Federal Aviation Administration, 2007). Operational
details of ATFM, including the ATFM roles and duties at the ATCSCC, ATFM tools, fight restriction
guidelines, and overviews of the traffc patterns within each ARTCC are available from the FAA (Feder-
al Aviation Administration, 2006). Finally, the Airline Handbook (Air Transport Association of America,
2007) provides a brief history of aviation and an overview of important aviation topics, including: the
principles of fight, deregulation, the structure of the industry, airline economics, airports, air traffc
control, safety, security and the environment, and a glossary of commonly used aviation terms.
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KEY TERMS
Air Traffc Control (ATC): A service operated by the appropriate authority to promote the safe,
orderly, and expeditious fow of air traffc.
Air Traffc Flow Management (ATFM): The regulation of air traffc in order to avoid exceeding
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A Multi-Agent Simulation of Collaborative Air Traffc Flow Management
Airline Operations Center (AOC): An airline unit responsible for dispatching fights and adjusting
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410
About the Contributors
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
Ana Bazzan received her PhD in 1997 from the University of Karlsruhe, Germany, and an MSc in
computer science from the Institute of Informatics at the University of Rio Grande do Sul (UFRGS)
in Porto Alegre, Brazil. From 1997 to 1998, she had a postdoc research associate position in the Multi-
Agent Systems Laboratory at the University of Massachusetts in Amherst, under the supervision of
prof. Victor Lesser. In 1999 she joined the Institute for Informatics at UFRGS as a professor and got
tenure three years later. During 2006 and 2007 she had a fellowship from the Alexander von Humboldt
Foundation at the University of Wrzburg in Germany. She is affliated with the research groups on
Artifcial Intelligence and Multi-Agent Systems at UFRGS. Her research interests include: game-theo-
retic paradigms for coordination of agents, multiagent learning, coordination and cooperation in MAS,
agent-based simulation, RoboCup Rescue, and traffc simulation and control. Other professional activi-
ties: associate editor of the journal Advances in Complex Systems, chair of program committee for the
17th Braz. Symp. on Artifcial Intelligence (2004), and co-organizer of workshop series on Agents in
Traffc and Transportation.
Franziska Klgl is Universitetslektor at the rebro University since September 2008. She is also
responsible for agent-based Modelling at the Research Centre for Modelling and Simulation at the
Campus Alfred Nobel in Karlskoga. She received her PhD in computer science from the University of
Wrzburg in 2000. From 2000 to 2008 she worked as an assistant professor at the University of Wrz-
burg and headed there the multi-agent simulation group. She is co-organizer of the workshop series on
Agents in Traffc and Transportation and was involved in the organization of several scientifc events
like PC Chair of the European Workshop of Multi-Agent Systems in 2008. Her research interests are in
the area of methodologies, applications and tools for multi-agent simulation ranging from learning and
adaptive agents to visual programming for modelling multi-agent models. The main application areas
of her research are all forms of traffc simulation.
* * *
Adrian Agogino is a researcher at the University of California Affliated Research Center at NASA
Ames Research Center. His primary interests include complexity, multi-agent coordination, reinforcement
learning and visualization. He has authored over thirty peer reviewed publications in these areas. His
professional background also includes graphics, user interface design and hardware digital electronic
design for systems such as satellite decoding, security and cryptography.
411
About the Contributors
Theo Arentze received a PhD in decision support systems for urban planning from the Eindhoven
University of Technology. He is now an associate professor at the Urban Planning Group at the same
university. His main felds of expertise and current research interests are activity-based modeling, dis-
crete choice modeling, knowledge discovery and learning-based systems, and decision support systems
with applications in urban and transport planning.
Michael Balmer is project leader of ongoing micro-simulation projects at the transport planning
group of prof. Kay W. Axhausen at the Eidgenssische Technische Hochschule Zrich (ETH Zurich). He
holds a PhD in civil engineering from the ETH Zurich since Summer 2007 and an master in computer
science from the ETH Zurich since spring 2003. His work is embedded in the research project MATSim
(Multi-Agent Transport Simulation; www.matsim.org), while the focus lies into the system development,
software engineering and performance of the MATSim toolkit. The outcome of his dissertation builds
the software basis of MATSims modular approach.
Klemens Bhm is full professor for computer science at Universitt Karlsruhe (TH). Before joining
Karlsruhe University in 2004, he has been a professor at Magdeburg University. Prior to that, he has
been affliated with ETH Zurich and GMD Darmstadt. His research interests are distributed information
systems, e.g., peer-to-peer systems and grid infrastructures, data management in ubiquitous environments,
and data warehousing. Klemens puts much effort in interdisciplinary research and application-oriented
projects, currently ranging from biosystematics to traffc-data management.
Ladislau Boloni is an associate professor at the School of Electrical Engineering and Computer
Science of University of Central Florida. He received a PhD degree from the Computer Sciences De-
partment of Purdue University in May 2000. He is a senior member of IEEE, member of the ACM,
AAAI and the Upsilon Pi Epsilon honorary society. His research interests include autonomous agents,
grid computing and wireless networking.
Brahim Chaib-draa received the diploma in computer engineering from the Ecole Suprieure
dElectricit (SUPELEC) de Paris, Paris, France, in 1978 and the PhD degree in computer science from
the Universit du Hainaut-Cambrsis, Valenciennes, France, in 1990. In 1990, he joined the Computer
Science and Software Engineering Department of Laval University, Quebec, QC, Canada, where he is
a professor and group leader of the Decision and Actions for Multi-Agent Systems Group. His research
interests include agent and multiagent technologies, natural language for interaction, formal systems
for agents and multiagent systems, distributed practical reasoning, and real-time and distributed sys-
tems. He is the author of several technical publications in these areas. He is on the editorial boards
of Concurrent Engineering Research and Applications (CERA), The International Journal of Grids
and Multiagent Systems, and Applied intelligence. Dr. Chaib-draa is a member of the ACM, the IEEE
Computer Society, and the AAAI.
David Charypar studied Computer Science at ETH Zurich from 1998 to 2003. During a semester
project he got involved with travel behavior research. After his Master thesis on real time fuid simula-
tion in the feld of computer graphics he started his PhD studies in Kai Nagels Group at ETH Zurch,
later changing the the Institute for Transport Planning and Systems (IVT). His work in the MATSim
412
About the Contributors
team includes developing the concept behind the agents activity planning process as well as creating
the current parallel event-driven traffc fow microsimulation which was recently extended by support
for ignalled intersection. Currently, he is working on within-day replanning processes for the simulated
agents.
Thomas L. Clarke is principal mathematician at the Institute for Simulation and Training of the
University of Central Florida and is also associate professor in the Modeling and Simulation program.
He has a PhD in applied mathematics from the University of Miami and worked at NOAA before com-
ing to UCF. He has a diverse background in applying mathematics to simulation and has investigated
areas such as the application of catastrophe theory and nonlinear dynamics.

Charles Desjardins has obtained in 2006 a BEng degree in software engineering from Laval Uni-
versity in Quebec City, QC, Canada. Afterwards, he has pursued a masters degree in computer science,
again at Laval University. Apart from his interest in various software engineerings topics, his studies
have focused on reinforcement learning, and on applying these algorithms to learn effcient behaviors
in complex environments.
Kurt Dresner is a 6th-year PhD student in the Learning Agents Research Group at the University
of Texas at Austin. He did his undergraduate work at Harvey Mudd College, in Claremont, California.
Kurt was motivated to start working on autonomous intersection control when he found himself stuck
at a red light at 2 a.m. after a late night in the lab. In addition to autonomous vehicles, he is interested
in broader applications of multiagent systems as well as machine learning.
Francis Enomoto is a computer engineer in the Intelligent Systems division at NASA Ames Research
Center. His current research encompasses air traffc management, decision support systems, and unmanned
aerial vehicles. Previously, he led research projects in experimental and computational aerodynamics,
computer graphics, and computer aided design. He holds a M.S. in Aeronautics and Astronautics from
Stanford University and a B.S. in Mechanical Engineering from the University of Hawaii.
Edgar F. Esteves holds a BEng (Hons) in informatics engineering and is currently fnishing his
MSc in informatics engineering at University of Porto. He has been researching artifcial intelligence
techniques applied to microscopic traffc modelling for about one year, and has recently gained inter-
est in pedestrian modelling and simulation. In both streams of research, his work has focused on the
conceptualization and implementation of modelling and simulation frameworks, interactive editors,
environment representation and visualisation (both 2D and 3D) tools, and algorithms for locomotion and
visualization. His masters dissertation will report on his recent achievements in the feld of pedestrian
modelling and simulation frameworks.
Paulo A. F. Ferreira holds a BEng (Hons) and a MSc in informatics engineering from the University
of Porto, Portugal, obtained in 2007 and 2008, respectively. He is currently a research assistant at the
Artifcial Intelligence and Computer Science Lab (LIACC), working on the application of several AI
techniques to the simulation of urban traffc and transportation networks. He accumulates now more
than one year of experience in the feld. He has been one of the developers of the microscopic traffc
simulator underlying the MAS-T
2
er Lab platform, under development at LIACC/FEUP. Before his cur-
413
About the Contributors
rent research interests he worked for a company named CentralCasa, where he developed features for
a service -oriented platform responsible for the remote management and control of demotic, security
and surveillance devices via web applications.
Qi Han is a post doctorate researcher of Urban Planning Group at Eindhoven University of Technology,
The Netherlands. Her current research interests are in developing models and experiments for dynamic
and interactive agents behavior and choice processes in marketing, retailing, tourism, transportation
and management. She has published her research in several international journals, such as Tourism
Analysis, Transportation Research Record, Transportmetrica and Geojournal.
Lawrence Henesey is employed at the Department of Systems and Software Engineering, Blekinge
Institute of Technology, Karlshamn, Sweden. Dr. Henesey researches the application of techniques from
Artifcial Intelligence in Logistics. Concurrently with his research in improving the performance of
container terminals using artifcial intelligence technology. In addition, Dr. Henesey divides his work
50% with TTS Port Equipment AB in Gothenburg, Sweden on automated guided vehicle systems for
port projects. Dr. Henesey graduated Cum-Laude with a MSc in transport and maritime management
from the University of Antwerp, Belgium in 1999 and has a BS in international political economy from
Old Dominion University, Norfolk, Virginia, USA, 1992.
Davy Janssens is a member of the Transportation Research Institute (IMOB), Hasselt University. His
research interests include the use of data mining procedures for personalization, customer satisfaction
studies, classifcation based on association rules and modeling activity-travel behavior.
Peter Jarvis is a computer scientist at NASA Ames Research Center specializing in applying Ar-
tifcial Intelligence Technologies to problems in Space and Aeronautics. Before joining NASA in 2004
Peter worked for SRI International applying the same technologies in the military application domain.
Peter holds a PhD in computer science from the University of Brighton (UK) and held a post doctoral
position at the University of Edinburgh (UK).
David J. Kaup is Provost distinguished research professor in mathematics at the University of
Central Florida with a joint appointment at the Institute for Simulation and Training. He has a PhD in
physics from the University of Maryland. He was a professor at Clarkson University before coming to
UCF. His research interests are in the area of non-linear waves, in particular solitons, and he has been
recently applying this background to the area of modeling the dynamics of crowds.
Hubert Klpfel studied physics at the universities of Wrzburg and Stony Brook, NY, and obtained
his PhD in 2003 under the supervision of prof. Schreckenberg at Duisburg University. In 2001 he co-
founded TraffGo GmbH as a university spin-off and is now executive director of TraffGo HT GmbH,
an SME specialized in the simulation and optimization of pedestrian fows and evacuation processes.
Tobias Kretz fnished his PhD thesis Pedestrian Traffc - Simulation and Experiments in February
2007 in the group Physics of Transport and Traffc of prof. Schreckenberg at Duisburg University. In
July 2007 he joined PTV AG company as product manager for the simulation of pedestrian crowds in
the microscopic multi-modal traffc simulation software VISSIM.
414
About the Contributors
Koichi Kurumatani is multi-agent group leader at Information Technology Research Institute (ITRI),
National Institute of Advanced Industrial Science and Technology (AIST) since July 2004. He was a
researcher in 1989-1991, a senior researcher in 1991-1999, Emergent Global Dynamics Lab. Leader in
1999-2001 at Electrotechnical Laboratory (ETL), Multi-Agent Team Leader at Cyber Assist Research
Center (CARC) in 2001-2004. He received M.S. and Ph.D. degrees from the University of Tokyo in 1986
and 1989, respectively. His research interests include ubiquitous/pervasive computing, sensor network,
multi-agent, social simulation, complex networks.
Julien Laumonier received the diploma in computer engineering from the cole Polytechnique de
lUniversit de Nantes (France) and the master degree from Lumire University in Lyon (France) in
2002. He received a PhD in computer science from Universit Laval in Quebec City, Canada in June
2008. His research interests include multiagent technology, reinforcement learning and intelligent
transportation systems.
Nicolas Lefebvre studied Computer Science at ETH Zurich, with study exchanges at the Swiss Fed-
eral Institute of Technology in Lausanne and at the Univerisdad Politcnica de Madrid. After fnishing
his master thesis, he joined the MATSim team at IVT, ETH Zurich, to work on improving the routing
algorithms used by MATSim. This lead to the implementations of the fast Landmarks-A* algorithm
currently used by MATSim. Currently, he is working as head of software engineering for digitec AG
in Zurich, a large provider of IT products and services in Switzerland.
Ulf Lotzmann obtained his diploma degree in computer science from the University of Koblenz-
Landau in 2006. Already during his studies he has participated in development of several simulation
tools. Since 2005 he has specialized in agent-based systems mainly within the domain of traffc simu-
lation and is the creator of the TRASS system. He is also involved in several other recent projects of
the research group, primarily the Emergence in the loop: simulating the two way dynamics of norm
innovation (EMIL) project, funded by the New and Emerging Science and Technology programme of
the European Commission (2006-2009).

Tams Mhr did his masters in technical engineering at the Budapest University of Technology
and Economics in 2001. After that he engaged in PhD research at the department of Telecommunica-
tion and Media Informatics, where he studied distributed resource allocation in differentiated services
networks. In 2004, Tams transferred to the Delft University of Technology in The Netherlands where
he researches distributed multi-agent systems applied in the logistics domain. His focus is on analyz-
ing the ability of different multi-agent routing solutions to handle unexpected events that occur during
the execution of transportation plans. He is working towards defning a robustness measure that can
characterize planning methods in terms of their ability to withstand unforeseen changes.
Linda C. Malone is a professor in the Industrial Engineering Department at University of Central
Florida. She got her PhD degree in statistics from Virginia Tech after having gotten her BS and MS
degrees in mathematics (at Emory and Henry College and University of Tennessee respectively). Her
primary research interests include Response Surface Analysis and Quality. She was an associate editor
of the Journal of Statistical Computation and Simulation for over 25 years and was a founding coeditor of
theSTATS Magazine. She was awarded the honor of fellow of the American Statistical Association.
415
About the Contributors
Konrad Meister has been working as a research associate at the Institute of Transport Planning
and Systems (IVT) at ETH Zurich since 2004. His background is computer and systems science. In the
PhD project related to MATSim-T, he is particularly concerned with optimization of the agents travel
choices sich as activity timing or mode choice. The effciency of the optimization is directly relevant to
the quick computation of the equilibration problem in the multi-agent simulation system.
Mark Van Middlesworth is an undergraduate at Harvard University in Boston, MA. His interest
in artifcial intelligence and autonomous agents began in high school, when he met Peter Stone at the
University of Texas at Austin. Dr. Stone invited Mark to join his team for the Trading Agent Competi-
tion in Supply Chain Management, providing an early introduction to the world of academic research.
He hopes to continue his research through college, and ultimately pursue a graduate degree in Com-
puter Science. When not in school, he spends his time in Austin, Texas, where he enjoys rock climbing,
mountain biking, and catching up on the local music scene.
After studying physics and meteorology in Cologne and Paris, Kai Nagel got his PhD in computer
science at the University of Cologne about fast microscopic traffc simulations. From 1995 to 1999 he
was at Los Alamos National Laboratory as part of the TRANSIMS team. 1999-2004 he was assistant
professor for Computer Science at ETH Zurich at the Institute for Scientifc Computing. Since 2004 he
is full professor for Transport systems planning and transport telematics at the Technical University
of Berlin. His research interests include: large transportation simulations, modeling and simulation of
socio-economic systems, multi-agent simulations.
Rex Oleson is a student at the University of Central Florida working on a PhD in modeling and
simulation. He has a Masters in mathematics from UCF and a BS in physics and mathematics from
Susquehanna University. His research interests are in the areas of agent based simulation and particularly
the application in the area of modeling human crowd movement.
Denise de Oliveira received her MSc (2005) and BSc (2002), in computer science, from the Institute
of Informatics at the University of Rio Grande do Sul (UFRGS) in Porto Alegre, Brazil. Since 2005
she is a PhD student, with full Scholarship, frst from the Brazilian National Counsel of Technological
and Scientifc Development (CNPq). For two semesters (Summer 2006 and Winter 2006/2007) she was
enrolled as a PhD student and assistant at the Chair of Artifcial Intelligence and Applied Informatics,
University of Wrzburg, Germany, supported by CAPES Foundation (ProBral Program). She is affli-
ated with the research groups on Artifcial Intelligence and Multi-Agent Systems at UFRGS. Her main
research interests are: multiagent learning, urban search and rescue simulation (RoboCup Rescue),
coordination and cooperation in MAS, traffc simulation and control.
Eugnio C. Oliveira is a full professor and the coordinator of LIACC (Artifcial Intelligence and
Computer Science Laboratory) at the University of Porto. professor Oliveira is also the director of the
PhD programme on informatics engineering at the University of Porto and has been responsible for 10
past successful PhD students theses, and other four that are currently in progress. He is a member of
the editorial boards of journals such as Agents and Multi-Agents Systems International Journal, Agent
Oriented Software Engineering, and Intelligent Decision Technologies. He is also a co-founder of
AGENTLink European Network of Excellence. Hes got his PhD in artifcial intelligence from the New
416
About the Contributors
University of Lisbon, in 1984, and was awarded with the Gulbenkian Prize for Science and Technology
in 1983. From 1984 to 1985, he was a Guest Academic at IBM/IEC in Brussels, and in 2008 the Area
Chair for Agents in the European Conference on Artifcial Intelligence.
Sascha Ossowski is the director of the Centre for Intelligent Information Technologies (CETINIA)
at University Rey Juan Carlos in Madrid. Formerly, he was an HCM/TMR research fellow at the AI
Department of Technical University of Madrid. He obtained his MSc degree in informatics from the
University of Oldenburg (Germany) in 1993, and received a PhD in artifcial intelligence from UPM in
1997. Prof. Ossowski is holding several research grants in the feld of advanced software systems, funded
by the European Commission and the Spanish Government. He has authored more than 100 research
papers, focusing on the application of artifcial intelligence techniques to real world problems such as
transportation management, m-health, or e-commerce. Recently, he has been particularly active in the
feld of co-ordination mechanisms for agents and services, as well as models of trust and regulation in
virtual organisations. He is co-editor of more than 20 books, proceedings, and special issues of inter-
national journals. He is a general chair of the ACM Annual Symposium on Applied Computing (SAC),
chairs the Steering Committee of the European workshop series on Multiagent Systems (EUMAS),
serves as a member of the editorial board for several international journals, and acts as programme
committee member for numerous international conferences and workshops
Jan A. Persson is employed at the Department of Systems and Software Engineering, Blekinge
Institute of Technology, Karlshamn, Sweden. Dr. Persson researches in optimization and simulation
methods for decision support in the area of intelligent logistics and transportation systems.
Bart-Jan van Putten was an intern at NASA Ames Research Center (California, USA), where he
completed a research project on agent-based modeling and simulation. Previously he had completed
internships at Philips Research (NL) and Oc Research (NL), as well as teaching assistant duties in
decision support systems, e-learning, and knowledge modeling for Utrecht University (NL). Bart-Jan
holds a MSc (cum laude) in content and knowledge engineering from Utrecht University (NL) and a
BSc in industrial design engineering from Eindhoven University of Technology (NL).
While studying Computer Science from 2000 to 2005 at ETH Zurich, Marcel Rieser got involved
with transportation planning by taking several courses on that topic. After fnishing his master thesis,
he started to work within the MATSim team at the Technical University of Berlin in 2006. After a lot of
system integration work, leading to the current modular design of MATSim, he works now on extending
the traffc fow simulation of MATSim with public transportation features. He is also involved in the
coordination of the further development of MATSim between Zurich and Berlin.
Rosaldo J. F. Rossetti holds a BEng(Hons) in civil engineering from UFC University (1995), and
a MSc and a PhD in computer science from UFRGS University (1998 and 2002, respectively), Brazil.
He did though most of his PhD research studies as a research student at Leeds Universitys Institute for
Transport Studies, UK, within the Network Modelling Group (where SATURN e DRACULA tools were
developed). From 2002 to 2006, Dr. Rossetti was the director of the BSc(Hons) programme in systems
management and computing, at Altntica University, in Portugal. There he was also a co-founder and
head of the Systems Management and Computing Lab, a R&D Unit. In 2006, Dr. Rossetti joined the
417
About the Contributors
University of Porto, where he is an assistant professor in the Department of Informatics Engineering.
Dr. Rossetti is a research fellow at LIACC/FEUP and a member of IEEE, ACM and the Portuguese
Association for AI.
Christian Rogsch studied safety engineering at Wuppertal University, Germany. Since 2005 he
is PhD student at the Institute for Building Material Technology and Fire Safety Science of prof.
Klingsch in Wuppertal. His main interests are different kinds of simulations, especially fre, smoke
and evacuation.
Andreas Schadschneider is professor for theoretical physics at Cologne University. He has obtained
his PhD in 1991 in the feld of solid state physics. Since more than 15 years he is working on problems
of non-equilibrium physics. Here his focus are transport problems with interdisciplinary applications,
e.g. in traffc engineering, biology and social dynamics. He has organized several international confer-
ences and is author is various review articles on the application of methods from physics to traffc and
transport problems.
Heiko Schepperle is a researcher in computer science at the Universitt Karlsruhe (TH) since
2003, working towards a PhD degree. He holds a diploma degree in computer science from the same
university. His research interests are negotiation mechanisms in multi-agent systems and agent-based
driver-assistance systems in traffc applications.
Armin Seyfried is research assistant at the Jlich Supercomputing Centre. Computational physics
was the focus of his diploma and PhD thesis (1998). He started to work in the feld of pedestrian and
evacuation dynamics during fve years working at an engineering consultant for fre safety. Since 2004
he leads a research group at the Forschungszentrum Jlich and the University of Wuppertal concentrat-
ing on modelling and experimental studies of pedestrian dynamics.
Kapil Sheth received the BTech degree in aeronautical engineering from IIT Kharagpur, India,
and the MS and PhD in engineering sciences from UC San Diego. Kapil has been working in the Air
Traffc Management arena since 1996 and is a co-founder of the Future ATM Concepts Evaluation Tool
(FACET). He was a member of the team that received NASAs Software of the Year Award, Turning
Goals Into Reality Award and Raytheons Corporate Level Excellence in Technology Award. Cur-
rently, Kapil is employed as an aerospace engineer at NASA Ames Research Center in the Automation
Concepts Research Branch and specializes in air traffc management and weather impact research. He
serves on the Air Transportation Systems Technical Committee of the AIAA.
Maarten Sierhuis is a senior research scientist and lead of the Collaborative Assistant Systems
Group at RIACS/USRA, located at NASA Ames Research Center. He is a co-principal investigator
for the Brahms project, working in the Work Systems Design & Evaluation group in the collaborative
and assistant systems (CAS) area within the Intelligent Sciences Division at NASA Ames Research
Center. Previously, he worked at NYNEX Science & Technology, the former R&D organization for the
former NYNEX Corporation (now Verizon) in White Plains, NY. He received a PhD in social science
informatics, from the University of Amsterdam, The Netherlands and holds an engineering degree in
Informatics, from the Polytechnic University in The Hague, The Netherlands.
418
About the Contributors
Jordan Srour is a third year PhD candidate at the Rotterdam School of Management of Erasmus
University. She pretty much loves anything that has to do with the vehicle routing problem especially
as applied to problems in intermodal freight transport. Prior to becoming a PhD candidate at RSM (and
subsequent to receiving her MSc in transportation engineering at The University of Texas at Austin),
Jordan worked as a transportation engineer at Science Applications International Corporation (SAIC)
where she performed evaluations of new technologies designed to improve the effciency, safety, and
security of freight operations. Jordans most signifcant work in the realm of agents is a comparative
study of on-line optimization and agent-based solution techniques for a truckload pick-up and delivery
problem with time windows.
Peter Stone is an Alfred P. Sloan research fellow and associate professor in the Department of
Computer Sciences at the University of Texas at Austin. He received his PhD in computer science in
1998 from Carnegie Mellon University. From 1999 to 2002 he was a senior technical staff member in
the Artifcial Intelligence Principles Research Department at AT&T Labs - Research. Peters research
interests include machine learning, multiagent systems, robotics, and e-commerce. In 2003, he won a
CAREER award from the National Science Foundation for his research on learning agents in dynamic,
collaborative, and adversarial multiagent environments. In 2004, he was named an ONR Young In-
vestigator for his research on machine learning on physical robots. Most recently, he was awarded the
prestigious IJCAI 2007 Computers and Thought Award.
Takeshi Takama is working as a research fellow at Stockholm Environment Institute /Oxford offce
after he completed his DPhil at Transport Studies Unit / Centre for Environment (OUCE) of University
of Oxford as an Oxford Kobe scholar. He researches various projects related to environment and devel-
opment, climate change, human behaviours, transportation, agent-based modelling, decision making
under uncertainties. He leads work on both large and small scale projects funded by the EU, SIDA, UN,
etc. He recently completed an EU funded CAVES project to design and operate the validation activities
of agent-based modelling. He is also a fellow of OUCE at University of Oxford and Nagoya Sangyo
University in Japan. He supervises post-graduate students at University of Oxford and presents his work
locally at the university and internationally at conferences and meetings.
Harry Timmermans is professor of Urban Planning at the Eindhoven University of Technology.
He has research interest in modeling consumer choice behavior and the integration of such models in
design and decision support systems. Application domains include transportation, housing, retailing and
leisure. He has published in many international journals and services on the editorial board of journals
in urban planning, transportation, tourism, retailing and management.
Sabine Timpf holds a doctorate in the technical sciences from the Technical University of Vienna,
a Diplomingenieur from the University of Hannover (Germany) and Master of Science from the Uni-
versity of Maine (USA). Her main research interests are in geographic information science, spatial
cognition, human navigation and geosimulation. After her doctorate she did research and taught at the
University of Zurich in Switzerland. While in Zrich, she repeatedly visited the Cognitive Systems
Research Group at the University of Bremen. From 2006 to 2007 she did research at the University of
Wrzburg in Germany. She now holds a position as professor of Geoinformatics at the University of
Augsburg in Germany.
419
About the Contributors
Kagan Tumer is an associate professor at Oregon State University. Prior to joining OSU in 2006,
he was a senior research scientist at NASA Ames Research Center. Dr. Tumers research interests are
learning, control and optimization in large distributed systems with a particular emphasis on multiagent
coordination. Applications of his work include coordinating multiple robots, controlling unmanned aerial
vehicles, reducing traffc congestion and managing air traffc. His work has led to over one hundred
publications, including a book titled Collectives and the Design of Complex Systems, and a best paper
award at the 2007 Conference on Autonomous Agents and Multiagent Systems. Dr. Tumer received his
PhD from the Electrical and Computer Engineering Department at the University of Texas, Austin in
1996. He is the section editor for computer science for Advances in Complex Systems (Elsevier), a
member of the board of editors for the Complex Systems and Inter-Disciplinary Science book series
(World Scientifc) and was an associate editor of Pattern Recognition Letters (Elsevier). He holds
one patent, has chaired multiple workshops/symposia, and is on the program committee of numerous
international conferences (AAMAS, AAAI, ICML, IJCNN, GECCO, ICPR and ANNIE). Dr. Tumer
is a member of AAAI and a senior member of IEEE.
Matteo Vasirani is a PhD student and a member of the Artifcal Intelligence Research Group at the
University Rey Juan Carlos in Madrid (Spain). He obtained his MSc in informatics from the University
of Modena (Italy) in 2004. Between 2003 and 2004 he worked in the Agent and Pervasive Computing
Research Group at the University of Modena. His research interests span from coordination and learning
in multiagent systems, to intelligent transportation systems. He is author of 12 publications in journals,
books and international conferences, and he participated in 4 research projects, funded by the European
Commission and the Spanish Government.
Mathijs de Weerdt completed his masters in computer science at the Utrecht University in The
Netherlands. After that he received his PhD on Plan Merging in Multiagent Systems at the Delft Uni-
versity of Technology. In his thesis Mathijs shows how his work relates to dial-a-ride planning problems
in personal transportation. Since 2004 he has served as an assistant professor in the Algorithmics group
in Delft. Mathijs obtained a VENI (personal) grant to study the interaction of effcient planning and task
allocation algorithms with coordination mechanisms for self- interested agents leading to a number of
publications. In his current work he combines game theory with algorithms for multiagent coordination.
The results of this work are mainly applied in the transportation domain.
Since 2007, Zachary T. Welch has been working toward a PhD under the tutelage of Dr. Kagan
Tumer, bringing over ffteen years of professional software engineer engineering experience to help seed
the Adaptive Agents and Distributed Intelligence research group at Oregon State University. He has been
active in the recent development of several new multi-agent system simulations, ranging from learning
problems in rover and traffc domains to the aesthetically rewarding swarms of Boids. He spends his
free time mastering mandolin, banjo, dobro, fddle, guitar, and bass in order to bootstrap entirely new
Bluegrass bands. He hopes the future brings opportunities to mix his passions for MAS and music, if
only to help demonstrate solutions for similar coordination problems.
Geert Wets received a degree as commercial engineer in business informatics from the Catholic
University of Leuven (Belgium) in 1991 and a PhD from Eindhoven University of Technology (The
Netherlands) in 1998. Currently, he is a full professor at the faculty of Applied Economics at Hasselt
420
About the Contributors
University (Belgium) where he is director of the Transportation Research Institute (IMOB) and the
program coordinator of the Bachelor/Master in Transportation Sciences. His current research entails
transportation modeling and traffc safety modeling. He has published his research in several international
journals such as Journal of the Royal Statistical Society, Accident Analysis and Prevention, Environ-
ment and Planning, Geographical Analysis, Knowledge Discovery and Data Mining, Transportation
Research Record and Information Systems.
Shawn Wolfe is a computer scientist at NASA Ames Research Center and the lead of the agent-based
Collaborative Traffc Flow Management simulation team. Currently he is also developing methods to
identify weather-related deviations in aircraft fight track data. He has been developing software to sup-
port aviation and space research since 1992, including knowledge management, information retrieval,
automated software engineering, expert systems, and data mining applications. Shawn is currently a
PhD student at the University of California, Santa Cruz and holds a MS in computer science from the
University of Oregon and a BS in computer science from Iowa State University.
Tomohisa Yamashita is a researcher at Multi-Agent Group, Information Technology Research In-
stitute (ITRI), National Institute of Advanced Industrial Science and Technology (AIST) since 2005. He
was Japan Society for the Promotion of Science (JSPS) Research Fellowship for Young Scientists from
2000-2003, a visiting research fellow at the Brookings Institution from 2002-2003, and a researcher at
Cyber Assist Research Center (CARC) from 2003-2004. He received PhD degrees from the University
of Hokkaido in 2002. His research interests include social simulation, multi-agent, ubiquitous comput-
ing, and game theory.
Rob Zuidwijk works as an associate professor at RSM Erasmus University and is interested in the
use of information and information technology in supply chains, in particular in closed loop supply
chains and intermodal transport. His research interests focus on the development of quantitative models
that assess the value of information in aforementioned contexts. He has published in journals such as
SIAM Journal Mathematical Analysis, Communications of the ACM, California Management Review,
European Journal of Operational Research, and Production and Operations Management.
421
Index
Copyright 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
A
all-of-Switzerland, case study 64
AA 112, 114, 120
action abilities (AA) 112
activation level 39
activity-travel patterns, simulate 3656
adaptive cruise and crossing control (A3C) 218,
219
adaptive cruise control 221
adaptive cruise control (ACC) 247
agent, their environment 110
agent-based approach 328
agent-based ATFM simulations 360
agents, independent vs. cooperative 309
agents in freight transport 323341
AI layer 93
airspace concept evaluation system (ACES) 360
air traffc control (ATC) 359
Air Traffc Control System Command Center (ATC-
SCC) 359
air traffc fow management 357381
air traffc fow management (ATFM) 358
ASEP 134, 135, 136
aspiration level 36, 38, 39, 43, 47, 48, 53, 54
asymmetric simple exclusion process (ASEP) 134
ATFM, intro 359
ATFM issues 361
ATFM simulation design 365
autonomous agent 110
autonomous intersection control 280290
autonomous vehicle control and collaborative driv-
ing systems 241
autonomous vehicles 193
axial 170, 171
B
basic drivers 39
BDI model 350
Blue-Adler model 135
C
CA models, validation and extension 140
cascading traffc for departure time selection 272
catastrophic failures, mitigating 206
CATFM concept of operations 363
cellular automata models 134
Index
422
centroidal 170
closed traffc areas 236
cognitive behaviors 163
collaborative air traffc fow management (CATFM)
358
collaborative driving 240260
collaborative driving agents design 247
computing times 64
confict-area exclusive (CAE) 231
congestion in a multi-agent system 135
cooperative adaptive cruise control systems (CACC)
247
D
DAI 94
decision making process of agents 16
density waves 127
DEQSim 66, 67, 72, 73, 74, 75
deterministic, event-based queue-simulation (DE-
QSim) 66
difference reward functions 265
distributed artifcial intelligence (DAI) 94
driver-assistance agent (DAA) 222
driver-assistance perspective 233
driver agent behavior 200
E
effectiveness (CT4) 225
Egress from aircraft 145
Egress from football stadium 146
EMIL project 98, 100
empirical traffc problems 1
environment model 111
environment zones 117
evacuations: empirical results 132
evolutionary algorithm, systematic relaxation 69
experience-based learning 44
F
Federal Aviation Administration (FAA) 358
FIFO 66
fner space discretization 143
frst-in, frst-out (FIFO) behavior 66
focking/herding 159
foor feld CA 136
fuid-dynamic models 133
force feld 170
Fukui-Ishibashi model 135
G
gaskinetic models 134
Gipps-Marksjs model 135
H
Helbing-Molnar-Farkas-Visek (HMFV) model 155
herding 128, 153, 159
heterogeneous environment (CT3) 225
HMFV 155, 156, 160, 161, 162
HMFV model 160
I
IF 112
impact on driving behavior (CU2) 227
initial individual demand modeling 74
intelligent agent-based model for policy analysis
of collaborative traffc fow management
(IMPACT) 360
intelligent traffc-control (ITC) systems 219
intelligent transportation systems (ITS) 109
interaction mechanism 112
interactive features (IF) 112
intersection-control perspective 228
intersection agent (IA) 222
intersection control, managed 194
intersection exclusive (IE) 231
intersection manager, removing 196
intersection safety for autonomous vehicles 193
217
ITS 109
J
jamming 126, 150, 152
L
Lakoba-Kaup-Finkelstein (LKF) model 155
lane exclusive (LE) 231
lane selection congestion model 273
lane shared (LS) 231
lattice-gas models 138
learning agents for collaborative driving 240260
learning to coordinate 282
LKF 155, 156, 161, 162, 163, 164
LKF model 161
locomotion 178
423
Index
M
macroscopic models 133
managed intersection control 194
market penetration (CE2) 226
Markov decision processes 246
Markov decision processes (MDP) 308
Markov queue parking network module 9
MAS approaches for traffc control 310
MAS simulation model, four modules 6
MATSim 57, 59, 60, 61, 62, 63, 64, 65, 66, 68, 69,
70, 72, 74, 75
MATSim-T 57, 5778, 59, 60, 61, 62, 63, 64, 65,
69, 70, 72, 74, 75
mechanism design (CE1) 226
microscopic models 133
microscopic simulation engine (MSE) 115
microscopic simulation model 311
microscopic traffc modelling 108123
MSE 115
multi-agent based simulation (MABS) 343
multi-agent system (MAS) 1, 2
multiagent learning 281
multi agent micro-simulation 59
multiagent simulation 297
multi agent transport simulation (MATSim) 57
multinomial mixed logit models 7
N
navigation process 178
non-compliant drivers 275
O
on-line optimization approach 331
P
PA 112, 114, 120, 121
partially observable Markov decision processes
(POMDPs) 257
path following 166, 167
PC for intersection control 284
pedestrian and evacuation dynamics 124154
pedestrian dynamics, modelling 133
perceptible features (PF) 112
perception abilities (PA) 112
PF 112, 114, 119, 120
physical constraints (CT1) 224
physical layer 86
planomat 68, 69, 73, 74, 75
plans variation (re-planning) 67
privacy and anonymity (CL3) 228
probability collectives (PC) 283
R
reinforcement learning 308
reservation-based intersection control 281
reward functions 264
reward maximization 266
RIS system evaluation 301
road-to-vehicle (R2V) communication 242
robotics layer 86, 88
route choice mechanisms 293
route information sharing (RIS) 291306
router module 68
S
social potential 155
social potential models for modeling traffc
155175
safety for autonomous vehicles 193217
seek (fee)/pursue (evade) 165
simulating cognitive agents in public transport sys-
tems 176192
simulating transport corridor choices 349
simulation engine controller (SEC) 116
single agent learning 281
SIRO 12
social-force model 138
social learning 45
SP 112
SP models 159
system in random order (SIRO) 12
T
time allocation mutator 68
traffc congestion management 261279
traffc engineering 224
traffc experiments 266
traffc fow model 293
traffc fow simulation 65
traffc light control, reinforcement learning 312
traffc regulations (CL2) 228
traffc safety (CT2) 224
traffc simulation applications 79107
transaction cost theory 343
transactions costs in transport corridors 342356
transport corridor components 345
TRASS 79107
TRASS, using 95
TRASS agent model 84
Index
424
TRASS concept 82
TRASS topography model 83
U
Upper Derwent Valley, Peak District National Park,
case study 135
urban traffc control (UTC) 307
user acceptance (CU1) 227
V
valuation-aware traffc control 218239
vehicle-to-vehicle (V2V) communication 242
vehicle-to-vehicle (V2V) protocol 197
vehicle control 252
vehicle coordination 254
vehicle information and communication system
(VICS) 292
vehicle routing problem 327
vehicle routing problems (VRPs) 324
vehicular sensors, intersection control 220
W
wall following 167, 168
wander 163, 165
wayfnding, computational models 182
wayfnding and locomotion 186
Z
Zrich Regensbergbrcke, case study 183

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